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From my understanding they are called swizzle operators. In this case they make a float4 of the 4th element in the given float4: vColor = (w, w, w, w) Where w is g_baseTexture.Sample( g_samLinear, input.Tex ).w Here is an example of a swizzle operator in practice: float3 cross( float3 a, float3 b ) { return float3( a.y*b.z - a.z*b.y, a.z*b.x - ...

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