min
Keywords: min, NVIDIA, NVIDIA Cg Toolkit, Cg Toolkit, Shader, Shader Programming, GPU Shader Programming, GPU Program

> ## Name

> min - returns the minimum of two scalars or each respective component of two vectors

> ## Synopsis

>     float  min(float  a, float  b);
>     float1 min(float1 a, float1 b);
>     float2 min(float2 a, float2 b);
>     float3 min(float3 a, float3 b);
>     float4 min(float4 a, float4 b);

>     half   min(half  a, half  b);
>     half1  min(half1 a, half1 b);
>     half2  min(half2 a, half2 b);
>     half3  min(half3 a, half3 b);
>     half4  min(half4 a, half4 b);

>     fixed  min(fixed  a, fixed  b);
>     fixed1 min(fixed1 a, fixed1 b);
>     fixed2 min(fixed2 a, fixed2 b);
>     fixed3 min(fixed3 a, fixed3 b);
>     fixed4 min(fixed4 a, fixed4 b);

> ## Parameters

> a
>   Scalar or vector.
> b
>   Scalar or vector.

> ## Description

> Returns the minimum of two same-typed scalars a and b or the respective components of two same-typed vectors a and b. The result is a three-component vector.

> ## Reference Implementation

> min for float3 vectors could be implemented this way:

>     float3 min(float3 a, float3 b)
>     {
>       return float3(a.x < b.x ? a.x : b.x,
>                     a.y < b.y ? a.y : b.y,
>                     a.z < b.z ? a.z : b.z);
>     }

> ## Profile Support

> min is supported in all profiles. min is implemented as a compiler built-in.

> Support in the fp20 is limited.

> ## See Also

> clamp, max