I'm having a problem with my Shader, basically, all Textures are rendered solid black. My knowledge of HLSL is, well, expandable, so maybe you can see errors that I just overlook.
Here's the code:
float4x4 World;
float4x4 View;
float4x4 Projection;
float4x4 WorldInverseTranspose;
float4 AmbientColor = float4(1, 1, 1, 1);
float AmbientIntensity = 0.1;
float3 DiffuseLightDirection = float3(1, 0, 0);
float4 DiffuseColor = float4(1, 1, 1, 1);
float DiffuseIntensity = 1.0;
float Shininess = 200;
float4 SpecularColor = float4(1, 1, 1, 1);
float SpecularIntensity = 1;
float3 ViewVector = float3(1, 0, 0);
Texture2D ModelTexture;
SamplerState textureSampler = sampler_state {
Texture2D = (ModelTexture);
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertexShaderInput
{
float4 Position : SV_POSITION0;
float4 Normal : NORMAL0;
float2 TextureCoordinate : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION0;
float4 Color : COLOR0;
float3 Normal : TEXCOORD0;
float2 TextureCoordinate : TEXCOORD1;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
float4 normal = normalize(mul(input.Normal, WorldInverseTranspose));
float lightIntensity = dot(normal, DiffuseLightDirection);
output.Color = saturate(DiffuseColor * DiffuseIntensity * lightIntensity);
output.Normal = normal;
output.TextureCoordinate = input.TextureCoordinate;
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET0
{
float3 light = normalize(DiffuseLightDirection);
float3 normal = normalize(input.Normal);
float3 r = normalize(2 * dot(light, normal) * normal - light);
float3 v = normalize(mul(normalize(ViewVector), World));
float dotProduct = dot(r, v);
float4 specular = SpecularIntensity * SpecularColor * max(pow(abs(dotProduct), Shininess), 0) * length(input.Color);
float4 textureColor = ModelTexture.Sample(textureSampler, input.TextureCoordinate);
textureColor.a = 1;
return saturate(textureColor * (input.Color) + AmbientColor * AmbientIntensity + specular);
}
technique Textured
{
pass Pass1
{
AlphaBlendEnable = TRUE;
DestBlend = INVSRCALPHA;
SrcBlend = SRCALPHA;
VertexShader = compile vs_4_0 VertexShaderFunction();
PixelShader = compile ps_4_0 PixelShaderFunction();
}
}
I'm currently using SharpDX's BasicEffect class for rendering because of this.