Adding VFACE semantic causes overlapping output semantics error
- by user1423893
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;
…