Precision error in shaders

You can still emulate 64bit though i wonder how much precision you need. I’ve made a CPU renderer which is specifically made to render GLSL on a quad for procedural generation, to generate the same results as the GPU (for realscale planetary rendering), i had to use several and different tricks to avoid 32bit or 16bit limitations, specifically for simplex noise any default angle functions causing issues for too large numbers.

By using numbers which fit the precision it solved this case, with fbm this wasn’t really a big issue, but it really depends on the case, maybe there is a work around that might be less expensive in the end. If there are exact results required, not just in visual appearance, then it’s a different scenario.