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38 lines
781 B
38 lines
781 B
4 months ago
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float PixelShaderFunctionS(float inF0, float inF1)
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{
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float r000 = frexp(inF0, inF1);
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return 0.0;
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}
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float2 PixelShaderFunction2(float2 inF0, float2 inF1)
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{
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float2 r000 = frexp(inF0, inF1);
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return float2(1,2);
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}
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float3 PixelShaderFunction3(float3 inF0, float3 inF1)
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{
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float3 r000 = frexp(inF0, inF1);
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return float3(1,2,3);
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}
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float4 PixelShaderFunction(float4 inF0, float4 inF1)
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{
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float4 r000 = frexp(inF0, inF1);
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return float4(1,2,3,4);
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}
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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#define MATFNS(MT) \
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MT r000 = frexp(inF0, inF1);
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struct PS_OUTPUT { float4 color : SV_Target0; };
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PS_OUTPUT main()
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{
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PS_OUTPUT ps_output;
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ps_output.color = 1.0;
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return ps_output;
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};
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