> ## Name

> ps_3_0 - Direct3D Shader Model 3.0 fragment profile for DirectX 9

> ## Synopsis

>       ps_3_0

> ## Description

> This Direct3D profile corresponds to the per-fragment functionality introduced by GeForce FX (NV3x) for DirectX 9.

> The compiler output for this profile conforms to the textual assembly defined by DirectX 9's Pixel Shader 3.0 shader format. See:

>       http://msdn.microsoft.com/en-us/library/bb219845.aspx

> Data-dependent loops are allowed with a limit of 256 iterations maximum. Four levels of nesting are allowed.

> Conditional expressions can be supported with data-dependent branching.

> Relative indexing of uniform arrays is not supported; use texture accesses instead.

> ## 3D Api Dependencies

> Requires Direct3D 9 support.

> ## Profile Options

> None.

> ## Data Types

> half
>   The half data type makes use of the Partial Precision instruction modifier to request less precision.
>   NVIDIA GPUs may use half-precision floating-point when the Partial Precision instruction modifier is specified. Half-precision floating-point is encoded with a sign bit, 10 mantissa bits, and 5 exponent bits (biased by 16), sometimes called s10e5.
> float
>   float values in ps_3_0 require standard IEEE 754 single-precision floating-point encoding with a sign bit, 23 mantissa bits, and 8 exponent bits (biased by 128), sometimes called s10e5.
> fixed
>   The fixed data type is treated like half.

> ## Semantics

> ## Input Semantics

> The varying input semantics in the ps_3_0 profile correspond to the respectively named varying output semantics of the vs_3_0 profile.

>     Binding Semantics Name           Corresponding Data

>     COLOR                            Input primary color
>     COLOR0
>     COL
>     COL0

>     COLOR1                           Input secondary color
>     COL1

>     TEX0                             Input texture coordinate sets 0
>     TEXCOORD0

>     TEX1                             Input texture coordinate sets 1
>     TEXCOORD1

>     TEX2                             Input texture coordinate sets 2
>     TEXCOORD2

>     TEX3                             Input texture coordinate sets 3
>     TEXCOORD3

>     TEX4                             Input texture coordinate sets 4
>     TEXCOORD4

>     TEX5                             Input texture coordinate sets 5
>     TEXCOORD5

>     TEX6                             Input texture coordinate sets 6
>     TEXCOORD6

>     TEX7                             Input texture coordinate sets 7
>     TEXCOORD7

>     FOGP                             Input fog color (XYZ) and factor (W)
>     FOG

> ## Uniform Input Semantics

> Sixteen texture units are supported:

>     Binding Semantic Name            Corresponding Data

>     TEXUNIT0                         Texture unit 0
>     TEXUNIT1                         Texture unit 1
>     ...
>     TEXUNIT15                        Texture unit 15

> ## Output Semantics

>     COLOR                            Output color (float4)
>     COLOR0
>     COL0
>     COL

>     DEPTH                            Output depth (float)
>     DEPR

> ## Standard Library Issues

> This profile may have limits on the number of dependent texture fetches.

> ## See Also

> vs_3_0