?/TD> |
Microsoft DirectX 9.0 |
Full precision abs(src0)src1.
pow dst, src0, src1 |
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where
Vertex shader versions | 1_1 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
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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 |
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