| float VertexShaderFunctionS(float inF0, float inF1) | |
| { | |
| frexp(inF0, inF1); | |
| return 0.0; | |
| } | |
| float2 VertexShaderFunction2(float2 inF0, float2 inF1) | |
| { | |
| frexp(inF0, inF1); | |
| return float2(1,2); | |
| } | |
| float3 VertexShaderFunction3(float3 inF0, float3 inF1) | |
| { | |
| frexp(inF0, inF1); | |
| return float3(1,2,3); | |
| } | |
| float4 VertexShaderFunction4(float4 inF0, float4 inF1) | |
| { | |
| frexp(inF0, inF1); | |
| return float4(1,2,3,4); | |
| } | |
| // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without. | |
| #define MATFNS() \ | |
| frexp(inF0, inF1); | |