3 GL_ARB_derivative_control
5 [vertex shader passthrough]
8 #extension GL_ARB_derivative_control: require
12 float xy = gl_FragCoord.x * gl_FragCoord.y;
13 float dx = dFdxCoarse(xy);
14 if (distance(dx, gl_FragCoord.y) <= 1)
15 gl_FragColor = vec4(0, 1, 0, 1);
17 gl_FragColor = vec4(1, 0, 0, 1);
22 probe all rgba 0.0 1.0 0.0 1.0