float PixelShaderFunctionS(float inF0, float inF1) { float r000 = frexp(inF0, inF1); return 0.0; } float2 PixelShaderFunction2(float2 inF0, float2 inF1) { float2 r000 = frexp(inF0, inF1); return float2(1,2); } float3 PixelShaderFunction3(float3 inF0, float3 inF1) { float3 r000 = frexp(inF0, inF1); return float3(1,2,3); } float4 PixelShaderFunction(float4 inF0, float4 inF1) { float4 r000 = frexp(inF0, inF1); return float4(1,2,3,4); } // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without. #define MATFNS(MT) \ MT r000 = frexp(inF0, inF1); struct PS_OUTPUT { float4 color : SV_Target0; }; PS_OUTPUT main() { PS_OUTPUT ps_output; ps_output.color = 1.0; return ps_output; };