[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] uniform vec4 y, x; void main() { /* This test does two things that glsl-fs-atan-1 doesn't: It * tests behavior at y = 0, x < 0 (the discontinuity), and it * does so using the vec4 variant with some of the same values * used in glsl-fs-atan-1. */ gl_FragColor = atan(y, x) / (2.0 * 3.1415926) + 0.5; } [test] uniform vec4 y -1.0 -1.0 0.0 1.0 uniform vec4 x 0.0 -1.0 -1.0 -1.0 draw rect -1 -1 2 2 probe all rgba 0.25 0.125 1.0 0.875