@Kwyrky wrote:
Trying to build an effect in Version 3.5.1.1679 of the pipeline tool. The effect is:
float4x4 matWorldViewProj;
float4x4 matInverseWorld;
float4 vLightDirection;
float4 vecLightDir;
float4 vecEye;
float4 vDiffuseColor;
float4 vSpecularColor;
float4 vAmbient;texture ColorMap;
sampler ColorMapS = sampler_state
{
Texture = ;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};struct VertexShaderInput
{
float4 Pos: SV_POSITION;
float2 Tex : TEXCOORD0;
float3 N: NORMAL0;
};struct VertexShaderOutput
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
float3 L : TEXCOORD1;
float3 N : TEXCOORD2;
float3 V : TEXCOORD3;
};VertexShaderOutput VS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;//output.Pos = mul(input.Pos, matWorldViewProj);
//output.Tex = input.Tex;
//output.L = normalize(vLightDirection);
//output.N = normalize(mul(matInverseWorld, input.N));
//output.V = vecEye – input.Pos;return output;
}float4 PS(VertexShaderOutput input) : COLOR
{
float3 ViewDir = normalize(input.V);// Calculate normal diffuse light. float4 Color = tex2D(ColorMapS, input.Tex); float Diff = saturate(dot(input.L, input.N)); float3 Reflect = normalize(2 * Diff * input.N – input.L); float Specular = pow(saturate(dot(Reflect, ViewDir)), 128); // R.V^n // I = A + Dcolor * Dintensity * N.L + Scolor * Sintensity * (R.V)n return Color*vAmbient + Color*vDiffuseColor * Diff + vSpecularColor * Specular;
}
technique EnvironmentShader
{
pass P0
{
VertexShader = compile vs_5_0 VS();
PixelShader = compile ps_5_0 PS();
}
}I get the error message "Bad token CppNet.Token"?
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