/*#pragma settings ForceHighPrecision*/ // ForceHighPrecision is set by DawnGraphicsPipeline when shader-f16 feature is not present uniform float unknownInput; void main() { half x = half(unknownInput); half4 y = half4(x); half4 z = dFdx(y); // dpdx is always high-precision, this should avoid casts now sk_FragColor = z; }