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Why are regular for loops in HLSL compute shaders not consistent?

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Note! This question was originally posted as a "Help wanted". However, following feedback and continous debugging, it has been changed to "Bug", seeing as I now find that the most likely reason for my results.

Summarized question
Why does (not) unrolling a loop affect the accuracy of the computations performed within the loop? And why is the computations performed inside a regular loop dependent on the local computer it is ran on?

Elaboration and background I am...

Why are regular for loops in HLSL compute shaders not consistent?

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