[require] shader model >= 3.0 [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 = fwidth(nonlinear); // Each device may use either the coarse or the fine derivate, so use quantization. return round(30 * res); } [test] todo(glsl) draw quad todo(sm<4) probe (10, 10) rgba (8.0, 8.0, 8.0, 8.0) todo(sm<4) probe (11, 10) rgba (8.0, 8.0, 8.0, 8.0) todo(sm<4) probe (12, 10) rgba (10.0, 10.0, 10.0, 10.0) todo(sm<4) probe (16, 16) rgba (12.0, 12.0, 12.0, 12.0) todo(sm<4) probe (150, 150) rgba (92.0, 92.0, 92.0, 92.0)