Speed of cos() and sin() function in GLSL shaders?
问题 I'm interested in information about the speed of sin() and cos() in Open GL Shader Language . The GLSL Specification Document indicates that: The built-in functions basically fall into three categories: ... ... They represent an operation graphics hardware is likely to accelerate at some point. The trigonometry functions fall into this category. EDIT: As has been pointed out, counting clock cycles of individual operations like sin() and cos() doesn't really tell the whole performance story.