# DX11 Shader Flow control problem

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Naruto-kun    442

Hi guys

I am having some trouble with if statements in my pixel shader.

Texture2D shaderTextures[3];
SamplerState SampleType;

struct VS_Output
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};

cbuffer Lights
{
float g;
float c;
float t;
}

float4 Blender(VS_Output input):SV_TARGET
{
float4 color1;
float4 color2;
float4 color3;
float4 color4;

if( g != 0 && c == 0 && t == 0)
{
color1 = color2 * g;
}

if( g == 0 && c != 0 && t == 0)
{
color1 = color3 * c;
}

if( g == 0 && c == 0 && t != 0)
{
color1 = color4 * t;
}

return color1;
}


If i remove the if blocks leaving any one of the statements inside,

D3DX11CompileFromFile is successful. But the moment i include any if control, it fails. Where am i going wrong?

Thanks

JB

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Styves    1792

Use SampleLevel instead of Sample in your branches.Otherwise the compiler will move them out of the loop before processing - if you have warnings on or anything of that sort, the compile will fail.

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Naruto-kun    442

Thanks a bunch. All working now.

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NateMc4    167

I think color1 is considered uninitialized because all the the assignments of color1 are inside ifs that could be false in some case.

float4 color1 = float4(0,0,0,0);

Use SampleLevel if you want to set your mip level manually or sample in a shader that's not the pixel shader.

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ongamex92    3255

use that code if it fits your needs (I'm not pretty shure what you're trying to achieve)

index = g*1 + c*2 + t*3 -1;

color *= g + c + t;

always try to avoid branching

Edited by imoogiBG

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Naruto-kun    442

Got sorted. I was making a shader that blended textures by RGB values (the lower the RGB the more transparent it is) and at least 3+ textures were involved. Was trying to keep certain blends from occuring if the g/c/t values in the constant buffer were zero to improve efficiency.

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