| 
									
										
										
										
											2023-06-19 10:40:57 -04:00
										 |  |  | [require] | 
					
						
							|  |  |  | shader model >= 3.0 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-04-26 10:29:14 -04:00
										 |  |  | [pixel shader] | 
					
						
							|  |  |  | float4 main(float4 pos : sv_position) : sv_target | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return float4(ddx(pos.x), ddy(pos.y), 0, 0); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | [test] | 
					
						
							| 
									
										
										
										
											2024-10-21 22:23:27 +08:00
										 |  |  | todo(sm<4 | glsl | msl) draw quad | 
					
						
							| 
									
										
										
										
											2024-02-10 13:16:22 -06:00
										 |  |  | probe (0, 0, 640, 480) rgba (1.0, 1.0, 0.0, 0.0) | 
					
						
							| 
									
										
										
										
											2023-04-26 10:29:14 -04:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-06-19 10:40:57 -04:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-04-26 10:29:14 -04:00
										 |  |  | [pixel shader] | 
					
						
							|  |  |  | float4 main(float4 pos : sv_position) : sv_target | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2023-06-19 10:40:57 -04:00
										 |  |  |     // 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; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-04-26 10:29:14 -04:00
										 |  |  |     pos /= 10.0; | 
					
						
							|  |  |  |     float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5); | 
					
						
							| 
									
										
										
										
											2023-06-05 16:51:52 -04:00
										 |  |  |     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); | 
					
						
							| 
									
										
										
										
											2023-04-26 10:29:14 -04:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | [test] | 
					
						
							| 
									
										
										
										
											2024-10-21 22:23:27 +08:00
										 |  |  | todo(sm<4 | glsl | msl) draw quad | 
					
						
							| 
									
										
										
										
											2023-11-15 17:41:33 -03:00
										 |  |  | 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) | 
					
						
							| 
									
										
										
										
											2023-06-05 15:44:45 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | [require] | 
					
						
							|  |  |  | shader model >= 5.0 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-06-19 15:29:58 -04:00
										 |  |  | [pixel shader] | 
					
						
							| 
									
										
										
										
											2023-06-05 15:44:45 -04:00
										 |  |  | float4 main(float4 pos : sv_position) : sv_target | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     pos /= 10.0; | 
					
						
							|  |  |  |     float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5); | 
					
						
							| 
									
										
										
										
											2023-06-05 16:51:52 -04:00
										 |  |  |     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); | 
					
						
							| 
									
										
										
										
											2023-06-05 15:44:45 -04:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | [test] | 
					
						
							| 
									
										
										
										
											2024-10-21 22:23:27 +08:00
										 |  |  | todo(glsl | msl) draw quad | 
					
						
							| 
									
										
										
										
											2023-06-05 16:51:52 -04:00
										 |  |  | 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) | 
					
						
							| 
									
										
										
										
											2023-06-05 15:44:45 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-06-19 16:05:36 -04:00
										 |  |  | [pixel shader] | 
					
						
							| 
									
										
										
										
											2023-06-05 15:44:45 -04:00
										 |  |  | 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] | 
					
						
							| 
									
										
										
										
											2024-10-21 22:23:27 +08:00
										 |  |  | todo(glsl | msl) draw quad | 
					
						
							| 
									
										
										
										
											2023-06-05 15:44:45 -04:00
										 |  |  | 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 |