I want to implement a HDR filter, and then use 3D slicing image to sampling from original texture.
It worked well on Mac, but get wrong result on iPhone.
It seems to have problems in sampling texture3d<float>, either texture3d<half>, I don't know what to do now.
I modified Apple's sample code "Creating and Sampling Textures".
And I pushed my code to GitHub,MyGitRepo->After modified about apple sample code.
By shader-debugger, I found iOS get wrong result at 'texture3d-sample', even if I replace with texture3d<half> ,still wrong.