8 float4 Q(q.x, q.y, q.z, q.w);
9 float4 absQ(abs(Q.x), abs(Q.y), abs(Q.z), abs(Q.w));
10 float absMax = max(max(absQ.x, absQ.y), max(absQ.z, absQ.w));
12 if (absQ[0] == absMax)
14 if (absQ[1] == absMax)
16 if (absQ[2] == absMax)
18 if (absQ[3] == absMax)
32 packed = packed * 0.5f + 0.5f;
33 return float4(packed, maxIndex / 3.0f);