I'm implementing a new shader system which basically does the following:
- render all mesh instances with one 'basic'/ uber effect (lightsources, transformation, single textured material and blending)
- render specific mesh instances again if they have an additional effect assigned to it
The basics are in place and working, but I can't manage (yet) to pass through the end result of one effect/ shader to the other.
=> I have a vertex declarion with position, normal and texcoord (no color)
=> the 1st vertex + pixelshader delivers a specific color
=> the 2nd vertex + pixelshader doesn't 'know' the result of the 1st effect/shader
I've tried to add the color component to my vertex declaration, but that introduces trouble for my source models/meshes, because they don't have a 'color' component for the vertices.
What I also tried is to have the 2nd effect only have a vertexshader, no pixelshader.
But that runs into errors that it's looking for input in the shaders that belongs to the 1st one (maybe something to do with my code, looking at the wrong effect?)
Can someone give me some pointers how to achieve this?
All help is really wellcome
Edited by cozzie, 25 February 2013 - 04:11 PM.