public Vector4 FS(SystemPosition4 input) { Vector4 ret = Vector4.Zero; if (IsFrontFace) { ret += Vector4.One; } // Ddx float r = Ddx(ret.X); Vector2 r2 = Ddx(ret.XY()); Vector3 r3 = Ddx(ret.XYZ()); Vector4 r4 = Ddx(ret); // DdxFine r = DdxFine(ret.X); r2 = DdxFine(ret.XY()); r3 = DdxFine(ret.XYZ()); r4 = DdxFine(ret); // Ddy r = Ddy(ret.X); r2 = Ddy(ret.XY()); r3 = Ddy(ret.XYZ()); r4 = Ddy(ret); // DdyFine r = DdyFine(ret.X); r2 = DdyFine(ret.XY()); r3 = DdyFine(ret.XYZ()); r4 = DdyFine(ret); return(ret); }
Vector4 FS(SystemPosition4 input) { Vector2 v2 = new Vector2(FS_M0.M11, FS_M1.M22); v2.X += GetIndirectOffset(); return(Sample(FS_T0, FS_S0, v2)); }
public DualOutput FS(SystemPosition4 input) { DualOutput output; output.FirstOutput = new Vector4(input.Position.X, input.Position.Y, input.Position.Z, 1); output.SecondOutput = new Vector4(input.Position.Z, input.Position.X, input.Position.Y, 1); return(output); }
public Vector4 FS(SystemPosition4 input) { Vector4 ret = Vector4.Zero; if (IsFrontFace) { ret += Vector4.One; } return(ret); }
Vector4 FS(SystemPosition4 input) { return(input.Position); }