@Remi_Boullerne wrote:
Hello.
I'm still porting my game. Not I'm fixing the HLSL shaders from XNA 4.0 to Monogame, and I'm having an issue with multiple color output and their ColorWriteEnable states.
Basically, before, I had
void AnimatedModelPS( in float2 iUV : TEXCOORD0, in float3 iNormal : TEXCOORD1, in float4 iPos : TEXCOORD2, in float iDepth : TEXCOORD3, out float4 oDiffuse : COLOR0, out float4 oNormal : COLOR1, out float4 oDepth : COLOR2) { // Lots of stuff } technique AnimatedModelAlpha { pass p0 { AlphaBlendEnable = true; DestBlend = InvSrcAlpha; SrcBlend = SrcAlpha; ColorWriteEnable = Red | Green | Blue; ColorWriteEnable1 = 0; // This is not accepted anymore ColorWriteEnable2 = 0; VertexShader = compile vs_3_0 AnimatedModelVS(); PixelShader = compile ps_3_0 AnimatedModelPS(); } pass p1 { AlphaBlendEnable = false; ColorWriteEnable = Alpha; ColorWriteEnable1 = Red | Green | Blue | Alpha; // This is not accepted anymore ColorWriteEnable2 = Red | Green | Blue | Alpha; VertexShader = compile vs_3_0 AnimatedModelVS(); PixelShader = compile ps_3_0 AnimatedModelPS(); } }
But now the compiler complains about the ColorWriteEnable1 and ColorWriteEnable2. Is it still a thing in another notation or has it been completely removed from Monogame? How could I get the same behaviour without touching the C# side of the rendering?
With Regards
Posts: 1
Participants: 1