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// Test v*v, v*m, m*v, and m*m argument clamping.
cbuffer Matrix
{
float4x4 m44;
float4x3 m43;
float3x4 m34;
float3x3 m33;
float2x4 m24;
float4x2 m42;
float4 v4;
float3 v3;
float2 v2;
}
float4 main() : SV_Target0
{
// v*v:
float r00 = mul(v2, v3); // float = float2*float3; // clamp to float2 dot product
float r01 = mul(v4, v2); // float = float4*float2; // clamp to float2 dot product
// v*m
float4 r10 = mul(v3, m44); // float4 = float3 * float4x4; // clamp mat to float3x4;
float4 r11 = mul(v4, m34); // truncate vector to vec3
// m*v
float4 r20 = mul(m44, v3); // float4 = float4x4 * float3; // clamp mat to float4x3;
float4 r21 = mul(m43, v4); // truncate vector to vec3
// m*m
float2x3 r30 = mul(m24, m33); // float2x3 = float2x4 * float3x3;
float3x4 r31 = mul(m33, m24); // float3x4 = float3x3 * float2x4;
float3x2 r32 = mul(m33, m42); // float3x2 = float3x3 * float4x2;
float4x3 r33 = mul(m42, m33); // float4x3 = float4x2 * float3x3;
return r10 + r11 + r20 + r21 + r00 + r01 + r30[0].x + r31[0] + r32[0].x + transpose(r33)[0];
}