| ?/TD> |
| Microsoft DirectX 9.0 |
Full precision abs(src0)src1.
| pow dst, src0, src1 |
|---|
where
| Vertex shader versions | 1_1 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
|---|---|---|---|---|---|---|
| pow | x | x | x | x | x |
This instruction works as shown here.
dest = pow(abs(src0), src1);
This is a scalar instruction, therefore the source registers should have replicate swizzles to indicate which channels are used.
The scalar result is replicated to all four output channels.
This is a macro instruction.
This instruction could be expanded as exp(src1 * log(src0)).
Precision is not lower than 15 bits.
The dest register should be a temporary register, and should not be the same register as src1.
| Minimum operating system | Windows 98 |
|---|