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authorEric Anholt <eric@anholt.net>2010-07-30 10:20:34 -0700
committerEric Anholt <eric@anholt.net>2010-07-30 15:19:00 -0700
commit3fa1b85196b7d57c6c139e62000ac519b1b2320c (patch)
tree45f9c77753353f9bf47d22429934be0ea3244018 /src/glx/indirect.h
parentec9675ec533cc0c0c7b1c738280e9b9adf2591fb (diff)
glsl2: Fix the implementation of atan(y, x).
So many problems here. One is that we can't do the quadrant handling for all the channels at the same time, so we call the float(y, x) version multiple times. I'd also left out the x == 0 handling. Also, the quadrant handling was broken for y == 0, so there was a funny discontinuity on the +x side if you plugged in obvious values to test. I generated the atan(float y, float x) code from a short segment of GLSL and pasted it in by hand. It would be nice to automate that somehow. Fixes: glsl-fs-atan-1 glsl-fs-atan-2
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