#include "runsplineinverse.h"

shader test_splineinverse_v_float_v_floatarray (
    output float Fout = 0)
{
    //Fout = run_all_fsplineinverses(u, (1.0-(0.5*v)));
    Fout = run_all_fsplineinverses(u, (1.0 + v - P[1]));
}