Performs a three-component dot product between data in the texture register number and the texture coordinate set corresponding to the destination register number.
texdp3 dst, src |
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where
Pixel shader versions | 1_1 | 1_2 | 1_3 | 1_4 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
---|---|---|---|---|---|---|---|---|---|
texdp3 | x | x |
Texture registers must use the following sequence.
tex t(n) // Define tn as a standard 3-vector (tn must be // defined in some way before texdp3 uses it) texdp3 t(m), t(n) // where m > n // Perform a three-component dot product between tn and // the texture coordinate set m. The scalar result is // replicated to all components of t(m)
Here is more detail about how the dot product is accomplished.
The texdp3 instruction performs a three-component dot product and replicates it to all four color channels.
t(m)RGBA = TextureCoordinates(stage m)UVW • t(n)RGB