?/TD> |
Microsoft DirectX 9.0 |
Full precision abs(src0)src1.
pow dst, src0, src1 |
---|
where
Pixel shader versions | 1_1 | 1_2 | 1_3 | 1_4 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
---|---|---|---|---|---|---|---|---|---|
pow | x | x | x | x | x |
This instruction works as follows:
dest.x = dest.y = dest.z = dest.w = [abs(src0)]src1;
This is a scalar instruction, therefore the source registers should have replicate swizzles to indicate which channels are used.
The input power (src1) must be a scalar.
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)).
The dst register should be a temporary register, and should not be the same register as src1.
Minimum operating system | Windows 98 |
---|