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[require]
GLSL >= 1.10
[vertex shader]
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
uniform vec4 y, x;
void main()
{
/* This test does two things that glsl-fs-atan-1 doesn't: It
* tests behavior at y = 0, x < 0 (the discontinuity), and it
* does so using the vec4 variant with some of the same values
* used in glsl-fs-atan-1.
*/
gl_FragColor = atan(y, x) / (2.0 * 3.1415926) + 0.5;
}
[test]
uniform vec4 y -1.0 -1.0 0.0 1.0
uniform vec4 x 0.0 -1.0 -1.0 -1.0
draw rect -1 -1 2 2
probe all rgba 0.25 0.125 1.0 0.875
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