Lines Matching refs:float3
179 float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
184 float3 r001 = abs(inF0);
185 float3 r002 = acos(inF0);
187 float3 r004 = asin(inF0);
190 float3 r007 = asfloat(inU0);
192 float3 r009 = atan(inF0);
193 float3 r010 = atan2(inF0, inF1);
194 float3 r011 = ceil(inF0);
195 float3 r012 = clamp(inF0, inF1, inF2);
198 float3 r013 = cos(inF0);
199 float3 r014 = cosh(inF0);
201 float3 r016 = cross(inF0, inF1);
202 float3 r017 = ddx(inF0);
203 float3 r018 = ddx_coarse(inF0);
204 float3 r019 = ddx_fine(inF0);
205 float3 r020 = ddy(inF0);
206 float3 r021 = ddy_coarse(inF0);
207 float3 r022 = ddy_fine(inF0);
208 float3 r023 = degrees(inF0);
214 float3 r029 = exp(inF0);
215 float3 r030 = exp2(inF0);
216 float3 r031 = faceforward(inF0, inF1, inF2);
219 float3 r034 = floor(inF0);
221 float3 r036 = fmod(inF0, inF1);
222 float3 r037 = frac(inF0);
223 float3 r039 = fwidth(inF0);
226 float3 r042 = ldexp(inF0, inF1);
227 float3 r039a = lerp(inF0, inF1, inF2);
228 float3 r039b = lerp(inF0, inF1, 0.3); // test vec,vec,scalar lerp
230 float3 r044 = log(inF0);
231 float3 r045 = log10(inF0);
232 float3 r046 = log2(inF0);
233 float3 r047 = max(inF0, inF1);
234 float3 r048 = min(inF0, inF1);
235 float3 r049 = normalize(inF0);
236 float3 r050 = pow(inF0, inF1);
237 float3 r051 = radians(inF0);
238 float3 r052 = rcp(inF0);
239 float3 r053 = reflect(inF0, inF1);
240 float3 r054 = refract(inF0, inF1, 2.0);
242 float3 r056 = round(inF0);
243 float3 r057 = rsqrt(inF0);
244 float3 r058 = saturate(inF0);
245 float3 r059 = sign(inF0);
246 float3 r060 = sin(inF0);
248 float3 r061 = sinh(inF0);
249 float3 r062 = smoothstep(inF0, inF1, inF2);
250 float3 r063 = sqrt(inF0);
251 float3 r064 = step(inF0, inF1);
252 float3 r065 = tan(inF0);
253 float3 r066 = tanh(inF0);
255 float3 r067 = trunc(inF0);
258 return float3(1,2,3);
448 float3 inFV0, float3 inFV1,
451 TESTGENMUL(float, float3, float3x3);
463 float2 inFV2, float3 inFV3,
470 float3 r02 = mul(inFV3, inF0); // V=V*S
472 float3 r04 = mul(inF0, inFV3); // V=S*V
475 float3 r07 = mul(inFV2, inFM2x3); // V=V*M (return V dim is Mcols)
478 float3 r10 = mul(inFM3x2, inFV2); // V=M*V (return V dim is Mrows)