Hi vvvvorum!
i don’t know, but Constant (DX11.Effect) not work. Texture shows only white color. I use all value on Rasterizer(DX11, renderstate), does not solve the problem.
What is the problem?
Thanks=)
https://vvvv.org/sites/default/files/imagecache/large/images/1_7.png
You may have changed the code inside somehow. If not, please post what your constant effect contains.
that’s what my Constant.fx dx11 file contains:
//@author: vux
//@help: standard constant shader
//@tags: color
//@credits:
Texture2D texture2d <string uiname="Texture";>;
SamplerState g_samLinear <string uiname="Sampler State";>
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
cbuffer cbPerDraw : register( b0 )
{
float4x4 tVP : VIEWPROJECTION;
};
cbuffer cbPerObj : register( b1 )
{
float4x4 tW : WORLD;
float Alpha <float uimin=0.0; float uimax=1.0;> = 1;
float4 cAmb <bool color=true;String uiname="Color";> = { 1.0f,1.0f,1.0f,1.0f };
float4x4 tTex <string uiname="Texture Transform"; bool uvspace=true; >;
float4x4 tColor <string uiname="Color Transform";>;
float4x4 iColor <string uiname="Color isma";>;
};
struct VS_IN
{
float4 PosO : POSITION;
float4 TexCd : TEXCOORD0;
};
struct vs2ps
{
float4 PosWVP: SV_POSITION;
float4 TexCd: TEXCOORD0;
};
vs2ps VS(VS_IN input)
{
vs2ps Out = (vs2ps)0;
Out.PosWVP = mul(input.PosO,mul(tW,tVP));
Out.TexCd = mul(input.TexCd, tTex);
return Out;
}
float4 PS(vs2ps In): SV_Target
{
float4 col = texture2d.Sample(g_samLinear,In.TexCd.xy) * cAmb;
col = mul(col, tColor)+1;
col.a *= Alpha;
return col;
}
technique10 Constant
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
}
}
i’m work on windows 8.1 x64 and use vvvv for x64
col = mul(col, tColor)+1; —> output your white color
use this
col = mul(col, tColor);