[vertex shader] void main(float4 pos : position, out float tex : texcoord, out float4 out_pos : sv_position) { tex = (pos.x + 1) * 320; out_pos = pos; } [pixel shader todo(sm<4)] float4 main(float tex : texcoord) : sv_target { tex = floor(tex + 0.25); return float4(sin(tex), cos(tex), tan(tex), 0); } [test] todo(sm<4 | glsl) draw quad probe ( 0, 0) rgba ( 0.00000000, 1.00000000, 0.00000000, 0.0) probe ( 1, 0) rgba ( 0.84147098, 0.54030231, 1.55740772, 0.0) 1024 probe ( 2, 0) rgba ( 0.90929743, -0.41614684, -2.18503986, 0.0) 1024 probe ( 3, 0) rgba ( 0.14112001, -0.98999250, -0.14254654, 0.0) 1024 probe ( 4, 0) rgba (-0.75680250, -0.65364362, 1.15782128, 0.0) 1024 probe ( 5, 0) rgba (-0.95892427, 0.28366219, -3.38051501, 0.0) 1024 probe ( 6, 0) rgba (-0.27941550, 0.96017029, -0.29100619, 0.0) 1024 probe ( 7, 0) rgba ( 0.65698660, 0.75390225, 0.87144798, 0.0) 1024 probe ( 8, 0) rgba ( 0.98935825, -0.14550003, -6.79971146, 0.0) 1024 probe ( 9, 0) rgba ( 0.41211849, -0.91113026, -0.45231566, 0.0) 1024 probe (10, 0) rgba (-0.54402111, -0.83907153, 0.64836083, 0.0) 1024 probe (11, 0) rgba (-0.99999021, 0.00442570, -225.95084645, 0.0) 2048 probe (12, 0) rgba (-0.53657292, 0.84385396, -0.63585993, 0.0) 1024 probe (13, 0) rgba ( 0.42016704, 0.90744678, 0.46302113, 0.0) 1024 probe (14, 0) rgba ( 0.99060736, 0.13673722, 7.24460662, 0.0) 1024 probe (15, 0) rgba ( 0.65028784, -0.75968791, -0.85599340, 0.0) 1024 [pixel shader todo(sm<4)] uniform float4 a; float4 main() : sv_target { return round(1000 * sin(a)); } [test] uniform 0 float4 0.0 0.52359877 2.61799387 3.14159265 todo(sm<4 | glsl) draw quad probe all rgba (0.0, 500.0, 500.0, 0.0) [pixel shader todo(sm<4)] uniform float4 a; float4 main() : sv_target { return round(1000 * cos(a)); } [test] uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449 todo(sm<4 | glsl) draw quad probe all rgba (1000.0, 707.0, -0.0, -707.0) [pixel shader todo(sm<4)] uniform float4 a; float4 main() : sv_target { return round(1000 * tan(a)); } [test] % tan(pi/2) is an asymtote and therefore undefined % so check 0, pi/4, 3pi/4, pi uniform 0 float4 0.0 0.78539816 2.35619449 3.14159265 todo(sm<4 | glsl) draw quad probe all rgba (0, 1000, -1000.0, 0) [pixel shader] uniform float4 a; float4 main() : sv_target { return sinh(a); } [test] uniform 0 float4 -6.28318531 -0.88137359 0.88137359 6.28318531 todo(glsl) draw quad probe all rgba (-267.744894, -1.0, 1.0, 267.744894) 2 uniform 0 float4 -0.0 0.0 -90.0 90.0 todo(glsl) draw quad % mingw does not support "inf" for scanf(), but numbers beyond FLOAT_MAX consistently result in inf. probe all rgba (0.0, 0.0, -1.0e39, 1.0e39) 1 [pixel shader] uniform float4 a; float4 main() : sv_target { return cosh(a); } [test] uniform 0 float4 -1.76274717 -1.3169579 1.3169579 1.76274717 todo(glsl) draw quad probe all rgba (3.0, 2.0, 2.0, 3.0) 2 uniform 0 float4 -0.0 0.0 -90.0 90.0 todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0e39, 1.0e39) 1 [pixel shader] uniform float4 a; float4 main() : sv_target { return tanh(a); } [test] uniform 0 float4 -1.57079633 -0.54930614 0.54930614 1.57079633 todo(glsl) draw quad probe all rgba (-0.91715234, -0.5, 0.5, 0.91715234) 2 uniform 0 float4 -10.0 -0.0 0.0 10.0 todo(glsl) draw quad probe all rgba (-1.0, 0.0, 0.0, 1.0) 1