float VertexShaderFunctionS(float inF0, float inF1) { frexp(inF0, inF1); return 0.0; } float2 VertexShaderFunction2(float2 inF0, float2 inF1) { frexp(inF0, inF1); return float2(1,2); } float3 VertexShaderFunction3(float3 inF0, float3 inF1) { frexp(inF0, inF1); return float3(1,2,3); } float4 VertexShaderFunction4(float4 inF0, float4 inF1) { 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() \ frexp(inF0, inF1);