| 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); |
| |
| void main() { } |