graphics - What does uv.zw mean in HLSL? -


I am trying to use HLSL code as the basis for an experiment, but I do not know the UV . It shows:

  float4 uv0: TEXCOORD0 ... uv0.zw;   

UV is not just 2? I know UVAVE 3 supports, but what is the fourth component? Alpha?

In online examples, I used to only TEXCOORD0 float2 values, float4 was not found.



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