pixel shader output issue.
Posted: Mon Oct 20, 2008 6:50 pm
Hi.
I had this and was working fine ( The Color variable gets read by the next shader ) :
Now, if i make it like this :
When it's done like this ( with actually no change other than adding just the second pixel shader output variable, which is nullified ) the Color variable doesn't get read any more correctly...Any ideas ?
2nd question, I have an nvidia 6600 128MB ( desktop PC ) and when i try to use EPST_VS_3_0 or EPST_PS_3_0 it doesn't get recognized. Isn't the geforce 6 series supposed to support vs/ps 3.0 ? the exact error is
when i change to
I had this and was working fine ( The Color variable gets read by the next shader ) :
Code: Select all
struct PS_OUTPUT
{
float4 Color : COLOR;
};
...
PS_OUTPUT Out = (PS_OUTPUT).0;
...
float4 Color2;
Color2.rgb = Color;
Color2.a = In.TexCoord.z;
Out.Color = Color2;
return Out;
Code: Select all
struct PS_TO_NEXT
{
float4 Color : COLOR;
float Depth : DEPTH;
};
...
PS_OUTPUTT Out = (PS_TO_NEXT).0;
...
float4 Color2;
Color2.rgb = Color;
Color2.a = In.TexCoord.z;
Out.Color = Color2;
Out.Depth =0;
return Out;
2nd question, I have an nvidia 6600 128MB ( desktop PC ) and when i try to use EPST_VS_3_0 or EPST_PS_3_0 it doesn't get recognized. Isn't the geforce 6 series supposed to support vs/ps 3.0 ? the exact error is
Code: Select all
HLSL pixel shader compilation failed:
error X3506: unrecognized compiler target 'ps_3_0'
Code: Select all
video::EPST_PS_3_0,