I'm attempting to write a phong shader effect for Dx9 in RenderMonkey.
I'm getting a compile error in the pixel shader
*"invalid ps_2_0 input semantic 'POSITION0'"*
and I'm not sure how to fix it, although I know it's got to be something to do with the POSITION0 semantic in VS_OUTPUT.
I tried changing VS_OUTPUT's Pos semantic to TEXCOORD0, but then the system reports that
vertex shader must minimally write all four components of POSITION
Shaders are supplied below. Any suggestions?
Here's my vertex shader:
struct VS_INPUT
{
float4 Pos : POSITION0;
float3 Normal : NORMAL0;
};
struct VS_OUTPUT
{
float4 Pos : POSITION0;
float3 Normal : TEXCOORD0;
};
VS_OUTPUT vs_main( VS_INPUT Input )
{
VS_OUTPUT Output;
Output.Pos = Input.Pos;
Output.Normal = Input.Normal;
return Output;
}
and my pixel shader:
float4x4 matViewProjection;
// light source
float4 lightPos;
float4 Ambient;
float4 Diffuse;
float4 Specular;
// material reflection properties
float4 Ke;
float4 Ka;
float4 Kd;
float4 Ks;
float nSpecular;
// eye
float4 eyePosition;
struct VS_OUTPUT
{
float4 Pos : POSITION0;
float3 Normal : TEXCOORD0;
};
float4 ps_main( VS_OUTPUT vsOutput ) : COLOR0
{
vsOutput.Pos = mul( vsOutput.Pos, matViewProjection );
float3 ViewDirection = normalize( eyePosition.xyz - vsOutput.Pos.xyz );
float3 LightDirection = normalize( lightPos.xyz - vsOutput.Pos.xyz );
float3 N = normalize( vsOutput.Normal );
float3 R = reflect( -LightDirection, N );
float LdotN = max( 0.0, dot( LightDirection, N ) );
float VdotR = max( 0.0, dot( ViewDirection, R ) );
// find colour components
float4 a = Ka * Ambient;
float4 d = Kd * Diffuse * LdotN;
float4 s = Ks * Specular * pow( VdotR, nSpecular );
float4 FragColour = Ke + a + d + s;
return FragColour;
}
Okay, I found a solution for those interested.
The Vertex Shader should have the following structs defined:
The VS_OUTPUT struct should be different in the pixel shader:
My problem stemmed from the fact that you can't have a POSITION semantic as input to the pixel shader. At least for ps_2_0.