// 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];
}