title: Why does varying float equality test fail in glsl?
body: <p>If I have a varying float in my shader program:</p>
  
  <pre><code>varying highp float someFloat;
  </code></pre>
  
  <p>and in the vertex shader, I set it to something.</p>
  
  <pre><code>someFloat = 1.0;
  </code></pre>
  
  <p>why in my fragment shader does this comparison seem to return false?</p>
  
  <pre><code>someFloat == 1.0 // false
  </code></pre>
  
  <p>but this returns true?</p>
  
  <pre><code>someFloat &gt; .0 // true
  </code></pre>
  
  <p>testing on openGL ES in an iPad mini.</p>