dst.z = src0.z * src1.z + src2.z
dst.w = src0.w * src1.w + src2.w
+
+1.2 GL_ATI_fragment_shader
+---------------------------
+
+
+1.2.1 SUB - Subtract
+
+ dst.x = src0.x - src1.x
+ dst.y = src0.y - src1.y
+ dst.z = src0.z - src1.z
+ dst.w = src0.w - src1.w
+
+
+1.2.2 DOT3 - 3-component Dot Product
+
+ Alias for DP3.
+
+
+1.2.3 DOT4 - 4-component Dot Product
+
+ Alias for DP4.
+
+
+1.2.4 LERP - Linear Interpolate
+
+ dst.x = src0.x * (src1.x - src2.x) + src2.x
+ dst.y = src0.y * (src1.y - src2.y) + src2.y
+ dst.z = src0.z * (src1.z - src2.z) + src2.z
+ dst.w = src0.w * (src1.w - src2.w) + src2.w
+
+
+1.2.5 CND - Condition
+
+ dst.x = (src2.x > 0.5) ? src0.x : src1.x
+ dst.y = (src2.y > 0.5) ? src0.y : src1.y
+ dst.z = (src2.z > 0.5) ? src0.z : src1.z
+ dst.w = (src2.w > 0.5) ? src0.w : src1.w
+
+
+1.2.6 CND0 - Condition Zero
+
+ dst.x = (src2.x >= 0.0) ? src0.x : src1.x
+ dst.y = (src2.y >= 0.0) ? src0.y : src1.y
+ dst.z = (src2.z >= 0.0) ? src0.z : src1.z
+ dst.w = (src2.w >= 0.0) ? src0.w : src1.w
+
+
+1.2.7 DOT2ADD - 2-component Dot Product And Add
+
+ dst.x = src0.x * src1.x + src0.y * src1.y + src2.x
+ dst.y = src0.x * src1.x + src0.y * src1.y + src2.x
+ dst.z = src0.x * src1.x + src0.y * src1.y + src2.x
+ dst.w = src0.x * src1.x + src0.y * src1.y + src2.x
+