#include "runsplineinverse.h"

shader test_deriv_splineinverse_v_float_u_floatarray (
    output color ValDxDyOut = 0)
{
    float uniform_scale = 0.75*raytype("camera");
    float value = run_all_fsplineinverses(u, uniform_scale);
    float dxVal = Dx(value);
    float dyVal = Dy(value);
    ValDxDyOut = color(value, dxVal, dyVal);
}