struct vertexOutput { float4 HPosition : POSITION; float2 UV : TEXCOORD0; float3 LightVec : TEXCOORD1; float3 WorldNormal : TEXCOORD2; float3 WorldTangent : TEXCOORD3; float3 WorldBinormal : TEXCOORD4; float3 WorldView : TEXCOORD5;};/*Pixel Shader*/float4 depthMap_PS(vertexOutput IN) : COLOR{ float3 Ln = normalize(IN.LightVec); float c = length(Ln); return float4(c,0,0,1);}
but when I use this I get an "E_FAIL" error: ?
struct vertexOutput { float4 HPosition : POSITION; float2 UV : TEXCOORD0; float3 LightVec : TEXCOORD1; float3 WorldNormal : TEXCOORD2; float3 WorldTangent : TEXCOORD3; float3 WorldBinormal : TEXCOORD4; float3 WorldView : TEXCOORD5;};/*Pixel Shader*/float4 depthMap_PS(vertexOutput IN) : COLOR{ float c = length(IN.lightVec); return float4(c,0,0,1);}
Why can't I get IN.LightVec in Pixel Shader?