| Microsoft DirectX 8.1 (pixel shader versions 1.2 and 1.3) |
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 dest, src
| Argument | Description | Registers | Version | |||
|---|---|---|---|---|---|---|
| vn | cn | tn | rn | |||
| dest | Destination register | x | 1.2, 1.3 | |||
| src | Source register | x | 1.2, 1.3 | |||
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