/* Copyright (c) 2019 The Khronos Group Inc. Use of this source code is governed by an MIT-style license that can be found in the LICENSE.txt file. */ #ifdef GL_ES #extension GL_OES_standard_derivatives : enable precision mediump float; #endif // setting a boundary for cases where screen sizes may exceed the precision // of the arithmetic used. #define SAFETY_BOUND 500.0 // Macro to scale/bias the range of output. If input is [-1.0, 1.0], maps to [0.5, 1.0].. // Accounts for precision errors magnified by derivative operation. #define REDUCE_RANGE(A) ((A) + 3.0) / 4.0 // This fragment shader computes an image representation of the derivative of // sine. The derivative of sine is cosine. This shader's output is compared to // the reference shader that computes an image representation of cosine // directly. uniform float viewportwidth; uniform float viewportheight; varying vec2 vertXY; void main (void) { const float M_PI = 3.14159265358979323846; float sine; float cosine; #ifdef GL_OES_standard_derivatives sine = sin(fract(gl_FragCoord.x / 128.0) * (2.0 * M_PI)); cosine = REDUCE_RANGE((128.0 / (2.0 * M_PI)) * dFdx(sine)); #else cosine = 0.5; #endif if( gl_FragCoord.x < SAFETY_BOUND ) { gl_FragColor = vec4(cosine, cosine, cosine, 1.0); } else discard; }