Adding VFACE semantic causes overlapping output semantics error
Posted
by
user1423893
on Game Development
See other posts from Game Development
or by user1423893
Published on 2012-07-10T10:13:32Z
Indexed on
2012/07/10
15:26 UTC
Read the original article
Hit count: 574
My pixel shader input is a follows
struct VertexShaderOut
{
float4 Position : POSITION0;
float2 TextureCoordinates : TEXCOORD0;
float4 PositionClone : TEXCOORD1; // Final position values must be cloned to be used in PS calculations
float3 Normal : TEXCOORD2;
//float3x3 TBN : TEXCOORD3;
float CullFace : VFACE; // A negative value faces backwards (-1), while a positive value (+1) faces the camera (requires ps_3_0)
};
I'm using ps_3_0 and I wish to utilise the VFACE semantic for correct lighting of normals depending on the cull mode.
If I add the VFACE semantic then I get the following errors:
error X5639: dcl usage+index: position,0 has already been specified for an output register error X4504: overlapping output semantics
Why would this occur? I can't see why there would be too much data.
© Game Development or respective owner