SOLVED: GLSL/Feedback difference between Mac and Windows?

Hello, I’ve encountered a weird issue which may totally be my fault, so pardon if it is.

I’ve developed a simple Compute Shader for a 2D Boids simulation which works perfectly well on macOS, but doesn’t at all on Windows, without throwing any shader compilation errors, nor warnings, or anything else. Same project, same shader code, it’s all the same. Please check the minimal reproduction attached, and the two videos showing each platform. Any help is greatly appreciated!

M1 Max - macOS Sonoma 14.4.1 - TD 2023.11600
Windows 11 Pro 10.0.22631 - RTX 4090 - Ryzen 9 7950X3D - TD 2023.11600

boids_minimal_reproduction.toe (12.8 KB)
See videos here: Boids issue - Google Drive

Isn’t your shader doing += on a bunch of uninitialized variables in the loop at the start? Or am I misreading it? Different platforms can have different result with uninitialized values.

Great catch… shows that I’m a noob! Thank you.