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GLSL · 12 Derivatives and Edge Smoothing

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Stage: Coordinates, Textures, and Time · Editable example · Storage ID: glsl-step-12

Goals and learning outcomes

Prerequisites

Continue using the output and records from Unit 11. Before experimenting with Derivatives and Edge Smoothing, preserve the previous inputs and reference outputs.

Key concepts and explanations

Screen-Space Rate of Change

dFdx, dFdy, and fwidth estimate rates of change around a fragment. They help choose an appropriate transition width for a given distance function at different resolutions.

Control Flow

Using derivatives inside nonuniform branches can yield undefined results. Compute the necessary values first in consistent control flow.

Practice setup

First check the execution scope guidance on the example screen. The following describes the environment needed to extend the assignment in a separate project. This document-guided exercise requires your own implementation using WebGL2 and GLSL ES 3.00 in a separate localhost project. First check the GLSL version of existing examples and avoid mixing in 1.00 syntax.

The linked example is a starting point. It does not implement every task below. Complete work beyond its supported scope in a separate project.

Practice tasks

  1. Compute fwidth for the circle distance d in aa.glsl.
  2. Display a fixed-width mask alongside a mask using max(fwidth(d),a small positive value).
  3. Compare edges at two resolutions and while moving, and comment on where derivatives are computed.

Variables to observe

VariableBaselineChangeExpected change / hypothesis
Transition widthfixed 0.01based on fwidth(d)Expect boundaries to remain roughly matched to pixel size as resolution changes.

Predictions in this table are not measured results. Change one condition at a time and record why the actual result differs.

Completion criteria

Self-check

  1. Is fwidth an exact geometric pixel area?
  2. Can derivatives be used in the same way in a vertex shader?

Official references

Linked example and execution scope

Example source · Runtime environments and limits

Runs WebGL ShaderMaterial in the browser. Comparisons use a fixed 640×360 size; frame intervals are different from GPU time.

Source code and records are not overwritten automatically. Resetting an existing example also preserves your notes.

Next learning

Previous: Texture Sampling · Next: Time and Periods

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