NAME

cos - returns cosine of scalars and vectors.

SYNOPSIS

  float  cos( float  a );
  float1 cos( float1 a );
  float2 cos( float2 a );
  float3 cos( float3 a );
  float4 cos( float4 a );
 
  half   cos( half  a );
  half1  cos( half1 a );
  half2  cos( half2 a );
  half3  cos( half3 a );
  half4  cos( half4 a );
 
  fixed  cos( fixed  a );
  fixed1 cos( fixed1 a );
  fixed2 cos( fixed2 a );
  fixed3 cos( fixed3 a );
  fixed4 cos( fixed4 a );

PARAMETERS

a

Vector or scalar of which to determine the cosine.

DESCRIPTION

Returns the cosine of a in radians. The return value is in the range [-1,+1].

For vectors, the returned vector contains the cosine of each element of the input vector.

REFERENCE IMPLEMENTATION

cos is best implemented as a native cosine instruction, however cos for a float scalar could be implemented by an approximation like this.

  cos(float a)
  {
    /* C simulation gives a max absolute error of less than 1.8e-7 */
    const float4 c0 = float4( 0.0,            0.5,            1.0,           0.0            );
    const float4 c1 = float4( 0.25,          -9.0,            0.75,          0.159154943091 );
    const float4 c2 = float4( 24.9808039603, -24.9808039603, -60.1458091736, 60.1458091736  );
    const float4 c3 = float4( 85.4537887573, -85.4537887573, -64.9393539429, 64.9393539429  );
    const float4 c4 = float4( 19.7392082214, -19.7392082214, -1.0,           1.0            );

    /* r0.x = cos(a) */
    float3 r0, r1, r2;

    r1.x  = c1.w * a;                       // normalize input
    r1.y  = frac( r1.x );                   // and extract fraction
    r2.x  = (float) ( r1.y < c1.x );        // range check: 0.0 to 0.25
    r2.yz = (float2) ( r1.yy >= c1.yz );    // range check: 0.75 to 1.0
    r2.y  = dot( r2, c4.zwz );              // range check: 0.25 to 0.75
    r0    = c0.xyz - r1.yyy;                // range centering
    r0    = r0 * r0;
    r1    = c2.xyx * r0 + c2.zwz;           // start power series
    r1    =     r1 * r0 + c3.xyx;
    r1    =     r1 * r0 + c3.zwz;
    r1    =     r1 * r0 + c4.xyx;
    r1    =     r1 * r0 + c4.zwz;
    r0.x  = dot( r1, -r2 );                 // range extract

    return r0.x;

PROFILE SUPPORT

cos is fully supported in all profiles unless otherwise specified.

cos is supported via an approximation (shown above) in the vs_1, vp20, and arbvp1 profiles.

cos is unsupported in the fp20 and ps_1 profiles.

SEE ALSO

acos, dot, frac, sin, tan