Computes the reciprocal of the source scalar.
rcp dst, src |
---|
where
Vertex shader versions | 1_1 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
---|---|---|---|---|---|---|
rcp | x | x | x | x | x | x |
The following code fragment shows the operations performed.
float f = src0; if(f == 0.0f) { f = FLT_MAX; } else { if(f != 1.0) { f = 1/f; } } dest = f;
The output must be exactly 1.0 if the input is exactly 1.0. A source of 0.0 yields infinity.
Precision should be at least 1.0/(222) absolute error over the range (1.0, 2.0) because common implementations will separate mantissa and exponent.
If the source has no subscripts, the x-component is used.