The GLSL specification says that the guidelines for precision

established by the OpenGL 1.4 specification must be met (page 16).

The OpenGL 1.4 specification requires that “individual results of

floating-point computations are accurate to about one part in 100000”

(page 6).

Does this apply to functions like sin(), pow(), etc?

It seems to me to 1/10000 is a maximum relative error, which means that

sin(0) has to be exactly 0, etc. I suppose this requirement would be

very difficult to meet at cos(nearest float to pi/2), since the result

would be very small.

Philipp