// Test v*v, v*m, m*v, and m*m argument clamping. cbuffer Matrix { float4x4 m44; float4x3 m43; float3x4 m34; float3x3 m33; float2x4 m24; float4x2 m42; float4 v4; float3 v3; float2 v2; } float4 main() : SV_Target0 { // v*v: float r00 = mul(v2, v3); // float = float2*float3; // clamp to float2 dot product float r01 = mul(v4, v2); // float = float4*float2; // clamp to float2 dot product // v*m float4 r10 = mul(v3, m44); // float4 = float3 * float4x4; // clamp mat to float3x4; float4 r11 = mul(v4, m34); // truncate vector to vec3 // m*v float4 r20 = mul(m44, v3); // float4 = float4x4 * float3; // clamp mat to float4x3; float4 r21 = mul(m43, v4); // truncate vector to vec3 // m*m float2x3 r30 = mul(m24, m33); // float2x3 = float2x4 * float3x3; float3x4 r31 = mul(m33, m24); // float3x4 = float3x3 * float2x4; float3x2 r32 = mul(m33, m42); // float3x2 = float3x3 * float4x2; float4x3 r33 = mul(m42, m33); // float4x3 = float4x2 * float3x3; return r10 + r11 + r20 + r21 + r00 + r01 + r30[0].x + r31[0] + r32[0].x + transpose(r33)[0]; }