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The fragment shader's default precision is lowp, which NVIDIA's Vulkan driver runs as fp16, and the product (2c+1)(2f+1) reaches 511*511, past fp16's range. Split/Second's bloom saturated whole channels; its two bloom dumps go from MSE 2354/9305 to 80/153, the same as OpenGL. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>