[source lang="cpp"]cbuffer cbPerObject{ float4x4 gWorldViewProj;};Texture2D CubesTexture;SamplerState CubesTexSamplerState;/////////////////////////////struct VS_inputVPCT{ float3 Pos : POSITION; float4 Col : COLOUR; float2 Tex : TEXTURE;};struct VS_outputVPCT{ float4 Pos : SV_POSITION; float4 Col : COLOUR; float2 Tex : TEXTURE;};struct PS_outputVPCT{ float4 Col : COLOUR; float2 Tex : TEXTURE;};///////////////////////////////////////////////////////////////////////////////////VS_outputVPCT VSfuncVPCT(VS_inputVPCT input){ VS_outputVPCT output; output.Pos = mul(float4(input.Pos, 1.0f), gWorldViewProj); output.Col = input.Col; output.Tex = input.Tex; return output;}PS_outputVPCT PSfuncVPCT(VS_outputVPCT input) : SV_Target{ PS_outputVPCT output; output.Col = input.Col; output.Tex = CubesTexture.Sample(CubesTexSamplerState, input.Tex); return output;}///////////////////////////////////////////////////////////////[/source]
Thankyou for any assistance!
Does my shader code look alright?
Started by Rexxaw(Forgrim's mate), Dec 10 2012 04:39 AM
8 replies to this topic
Sponsor:
#2 Members - Reputation: 4750
Posted 10 December 2012 - 06:21 AM
Well, it looks like shader code, when it compiles, it is most likely ok.Does my shader code look alright?
But if you want to check, if the code is doing what you want it to do, then you should at least tell us, what your goal is.
Ashaman
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader
#3 Members - Reputation: 121
Posted 10 December 2012 - 06:51 AM
My vertices contain position, colour and tex information. I have 1 constant buffer keeping track of world/view/proj, and that's about it. I am drawing a grid of vertices and expecting to see them, which i don't. I didn't think the problem was with my structs and functions here, so i just wanted a second opinion.
From this code would you expect a minimal amount of vertices of type Pos/Col/Tex to be transformed correctly, and passed successfully through the vertex and pixel shader?
From this code would you expect a minimal amount of vertices of type Pos/Col/Tex to be transformed correctly, and passed successfully through the vertex and pixel shader?
#4 Members - Reputation: 385
Posted 10 December 2012 - 08:31 AM
Your semantics look weird to me. To be standard code COLOUR should be COLOR, and TEXTURE should be TEXCOORD. However, maybe it works like that as well if you have declared your input layouts accordingly. I would try changing them though.
#9 Members - Reputation: 1208
Posted 10 December 2012 - 01:37 PM
Hello,
output.Pos = mul(float4(input.Pos, 1.0f), gWorldViewProj);
Casting input.Pos to float4 with the 4th component as 1.0 is unnecessary if you define your input vertex structure as :
struct VS_inputVPCT
{
float4 Pos : POSITION;
...
}
Remember that the program side structure needs to be still 3 component vector and the vertex declaration needs to be DXGI_FORMAT_R32G32B32_FLOAT for the position.
Otherwise, you may use what ever name for your semantics as long as you use the same name in the vertex declaration.
Cheers!
output.Pos = mul(float4(input.Pos, 1.0f), gWorldViewProj);
Casting input.Pos to float4 with the 4th component as 1.0 is unnecessary if you define your input vertex structure as :
struct VS_inputVPCT
{
float4 Pos : POSITION;
...
}
Remember that the program side structure needs to be still 3 component vector and the vertex declaration needs to be DXGI_FORMAT_R32G32B32_FLOAT for the position.
Otherwise, you may use what ever name for your semantics as long as you use the same name in the vertex declaration.
Cheers!






