Anyone has an idea why this bug happens in nvidia drivers?
My shader is quite complex and I would need overall just a pointers to what might be happening differently on NVIDIA gpus.
I tried clamping output value of my fragment shader between 0 and 1, but that doesn't help.
This is a custom outline pass and I have 3-4 shaders of which I have narrowed it down to 1, by using GL profilers.