Here's the fx file:
float4x4 xViewProjection;
struct VS_OUTPUT
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float4 Position3D : TEXCOORD0;
};
struct PS_OUTPUT
{
float4 Color : COLOR0;
};
VS_OUTPUT VS(float4 inPos : POSITION)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.Pos = mul(inPos, xViewProjection);
output.Color.rgb = 0.6f;
output.Position3D = inPos;
return output;
}
PS_OUTPUT PS(VS_OUTPUT ps_in) : COLOR
{
PS_OUTPUT output = (PS_OUTPUT)0;
output.Color = ps_in.Color;
return output;
}
technique BasicShader
{
pass P0
{
VertexShader = compile vs_3_0 VS();
PixelShader = compile ps_3_0 PS();
}
}
This is before I implement effect file http://i579.photobuc...21-46-25-98.jpg
Here's the result of implementing only pixel shader http://i579.photobucket.com/albums/ss231/hhygyulg/DXModelTest2012-04-1921-47-52-68.jpg
of implementing only vertex shader http://i579.photobuc...21-46-09-91.jpg
of implementing both shaders http://i579.photobuc...21-46-41-02.jpg
Where should I change? And if anyone knows tutorial on how to properly implement this with SM 3.0 would be great.