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# The spec allows considerable leeway in how dFdy() is calculated,
# however the expected implementation is via forward or backward
# differencing. (Implementations are permitted, for instance, to use
# forward differencing for some pixels and backward differencing for
# other pixels).
#
# This test computes dFdy(x*y), which should exactly equal x at every
# pixel, regardless of whether forward or backward differencing is
# used.
#
# The test expects that GL_FRAGMENT_SHADER_DERIVATIVE_HINT is not ignored.
[require]
GLSL >= 1.10
[vertex shader]
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
void main()
{
float x = gl_FragCoord.x;
float y = gl_FragCoord.y;
float xy = x * y;
float dxydy = dFdy(xy);
if (distance(dxydy, x) > 1.0e-3)
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
else
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
[test]
hint GL_FRAGMENT_SHADER_DERIVATIVE_HINT GL_NICEST
draw rect -1 -1 2 2
probe warn all rgba 0.0 1.0 0.0 1.0
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