webgl extension
OES_standard_derivatives extension
The OES_standard_derivatives extension is part of the WebGL API and adds the GLSL derivative functions dFdx, dFdy, and fwidth.
WebGL extensions are available using the getExtension() method. For more information, see also Using Extensions in the WebGL tutorial.
[!NOTE] This extension is only available to
WebGL1contexts. InWebGL2, the functionality of this extension is available on the WebGL2 context by default. In WebGL 2, the constant is available asgl.FRAGMENT_SHADER_DERIVATIVE_HINTand it requires GLSL#version 300 es.
Constants
This extension exposes one new constant, which can be used in the hint() and getParameter() methods.
ext.FRAGMENT_SHADER_DERIVATIVE_HINT_OES- : A
GLenumindicating the accuracy of the derivative calculation for the GLSL built-in functions:dFdx,dFdy, andfwidth.
- : A
GLSL built-in functions
The following new functions can be used in GLSL shader code, if this extension is enabled:
genType dFdx(genType p)
genType dFdy(genType p)
genType fwidth(genType p)
dFdx()- : Returns the derivative in
xusing local differencing for the input argumentp.
- : Returns the derivative in
dFdy()- : Returns the derivative in
yusing local differencing for the input argumentp.
- : Returns the derivative in
fwidth()- : Returns the sum of the absolute derivative in
xandyusing local differencing for the input argumentp. That is,abs(dFdx(p)) + abs(dFdy(p)).
- : Returns the sum of the absolute derivative in
dFdx() and dFdy() are commonly used to estimate the filter width used to anti-alias procedural textures.
Examples
Enabling the extensions:
gl.getExtension("OES_standard_derivatives");
gl.getExtension("EXT_shader_texture_lod");
Shader code that avoids artifacts when wrapping texture coordinates:
<script type="x-shader/x-fragment">
#extension GL_EXT_shader_texture_lod : enable
#extension GL_OES_standard_derivatives : enable
uniform sampler2D myTexture;
varying vec2 texCoord;
void main(){
gl_FragColor = texture2DGradEXT(myTexture, mod(texCoord, vec2(0.1, 0.5)),
dFdx(texCoord), dFdy(texCoord));
}
</script>