所以我想自己学习一些 HLSL,但我很难过。我正在编写一个自定义着色器,它具有环境照明和简单的点光源颜色。
这是着色器代码:
`float4x4 World;
float4x4 View;
float4x4 Projection;
// TODO: add effect parameters here.
float4 AmbientColor = float4(1, 1, 1, 1);
float AmbientIntensity = 0.5;
float4 DiffuseColor = float4(1, 1, 1, 1);
float3 LightPosition = float3(32, 32, 64);
float4 LightDiffuseColor = float4(0.3, 0.05, 0, 1); // intensity multiplier
float4 LightSpecularColor = float4(1, 1, 1, 1); // intensity multiplier
float LightDistance = 50;
texture Texture;
sampler2D textureSampler = sampler_state {
Texture = (Texture);
MinFilter = Point;
MagFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
struct VertexShaderInput
{
float4 Pos: POSITION;
float2 TexCoords : TEXCOORD0;
float4 Normal : NORMAL0;
};
struct VertexShaderOutput
{
float4 PosOut : POSITION;
float2 TextureCoordinate : TEXCOORD0;
float3 Normal : TEXCOORD1;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Pos, World);
float4 viewPosition = mul(worldPosition, View);
output.PosOut= mul(viewPosition, Projection);
output.TextureCoordinate = input.TexCoords;
output.Normal = mul(input.Normal, World);
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
float attenuation = saturate(1.0f - (length(input.PosOut - LightPosition) / LightDistance));
float4 textureColor = tex2D(textureSampler, input.TextureCoordinate);
textureColor.a = 1;
float4 lightCol =
//LightDiffuseColor;
mul(LightDiffuseColor, attenuation);
float4 ambient = (AmbientColor * AmbientIntensity);
ambient.a = 1;
return saturate(textureColor * ambient + lightCol);
}
technique Textured
{
pass Pass1
{
// TODO: set renderstates here.
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
`
问题已缩小到像素着色器中的这一部分:
float attenuation = saturate(1.0f - (length(input.PosOut - LightPosition) / LightDistance));
...
float4 lightCol =
//LightDiffuseColor;
mul(LightDiffuseColor, attenuation);
return saturate(textureColor * ambient + lightCol);
如果我只使用 LightDiffuseColor,它会正常工作,但是一旦我尝试将它相乘,它就会抛出这个错误:
GameContentShadersSimpleTexture.fx(35,21) error X4502 invalid ps_2_0 input semantic 'POSITION'
我正在使用 XNA 作为引擎。我在这里有点难过。谁能帮我?
谢谢,涂鸦。
编辑:Mkay,所以我把它缩小到一个非常精确的位置。当调用长度函数时(input.PosOut - LightPosition)