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Shaders not compiling, ContentProcessor failure

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@monobeginner wrote:

Hey, I'm trying to create cross-platform game. My shaders running fine on Windows Phone, but it won't compile for Android. Here is shortened source code:

float Shift;
float MaxShift;
float ExtraShiftScaleFactor;
struct VertexShaderOutput
{
    float4 position : SV_POSITION;
    float4 color : COLOR;
    float2 texCoords : TEXCOOR;
};
sampler TextureSampler;
// Input color (which comes from vertex shader output) - color specified in SpriteBatch.Draw() method.
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR
{
    const float4 originalColor = tex2D(TextureSampler, input.texCoords) * input.color;
    float4 newColor = tex2D(TextureSampler, float2(input.texCoords.x + sin(input.texCoords.x * Shift * ExtraShiftScaleFactor)*0.01, 
                        input.texCoords.y + sin(input.texCoords.y * Shift * ExtraShiftScaleFactor)*0.01)) * input.color;
return newColor;
}
technique Technique1
{
    pass Pass1
    {
        PixelShader = compile ps_4_0_level_9_1 PixelShaderFunction();
    }
}

Any idea what's wrong ? MGCB says that:
DX9-style intrinsics are disabled when not in dx9 compatibility mode.

I tried to change tex2D(...) to something like:

const float4 originalColor = texture2d,Sample(TextureSampler, input.texCoords) * input.color;

Also changed shader output from COLOR TO SV_Target, but finally I faced other problem (Content Processor unexpected failure)

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