sin is broken with negative values it just renders on the right side of the screen in shaders like http://glsl.heroku.com/e#2465.1 cos seems to be broken, too, just replace sin with cos on that web page. mesa: git-d105654 OS: Debian unstable, kernel 3.4
http://glsl.heroku.com/e#2465.1 >#ifdef GL_ES >precision mediump float; >#endif >uniform float time; >uniform vec2 mouse; >uniform vec2 resolution; > >void main( void ) { > float bla = gl_FragCoord.x/resolution.x; > float value = sin((bla-0.5)*100.0); > gl_FragColor = vec4(value,value,value, 1.0 ); >} 1) according to specification sin accepts angle in radians: 2) also gl_FragColor.# should be in [0;1], but sin (x in (0;-pi))<0 => float value = abs(sin(radians((bla-0.5)*100.0))); works fine
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