[require]
shader model >= 3.0

[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
    return float4(ddx(pos.x), ddy(pos.y), 0, 0);
}

[test]
todo(sm<4) draw quad
probe (0, 0, 640, 480) rgba (1.0, 1.0, 0.0, 0.0)


[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
    // Shader models < 4 don't add 0.5 to sv_position, so this adjustment is required to get the
    // same outputs.
    pos.x = floor(pos.x) + 0.5;
    pos.y = floor(pos.y) + 0.5;

    pos /= 10.0;
    float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
    float4 res = float4(nonlinear, ddx(nonlinear), ddy(nonlinear), 0.0);

    // Each device may use either the coarse or the fine derivate, so use quantization.
    return round(30 * res);
}

[test]
todo(sm<4) draw quad
todo(sm<4) probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
todo(sm<4) probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
todo(sm<4) probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
todo(sm<4) probe (11, 11) rgba (-17.0, -5.0, 3.0, 0.0)
todo(sm<4) probe (12, 10) rgba (-26.0, -6.0, 4.0, 0.0)
todo(sm<4) probe (16, 16) rgba (-25.0, -7.0, 5.0, 0.0)
todo(sm<4) probe (150, 150) rgba (-226.0, -47.0, 45.0, 0.0)


[require]
shader model >= 5.0


[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
    pos /= 10.0;
    float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
    float4 res = float4(nonlinear, ddx_coarse(nonlinear), ddy_coarse(nonlinear), 0.0);

    // Each device may use either the coarse or the fine derivate, so use quantization.
    return round(30 * res);
}

[test]
todo(glsl) draw quad
probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
probe (11, 11) rgba (-17.0, -5.0, 3.0, 0.0)
probe (12, 10) rgba (-26.0, -6.0, 4.0, 0.0)
probe (16, 16) rgba (-25.0, -7.0, 5.0, 0.0)
probe (150, 150) rgba (-226.0, -47.0, 45.0, 0.0)


[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
    pos /= 10.0;
    float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
    return float4(nonlinear, ddx_fine(nonlinear), ddy_fine(nonlinear), 0.0);
}

[test]
todo(glsl) draw quad
probe (10, 10) rgba (-0.524999976, -0.164999843, 0.104999900, 0.0) 16
probe (11, 10) rgba (-0.689999819, -0.164999843, 0.114999890, 0.0) 32
probe (10, 11) rgba (-0.420000076, -0.154999852, 0.104999900, 0.0) 32
probe (11, 11) rgba (-0.574999928, -0.154999852, 0.114999890, 0.0) 32
probe (12, 10) rgba (-0.874999881, -0.205000162, 0.124999881, 0.0) 24
probe (150, 150) rgba (-7.52500916, -1.56500244, 1.50500488, 0.0) 128
