在VertexShader中错误'重叠寄存器语义尚未实现'

时间:2015-09-09 12:19:53

标签: graphics directx hlsl pixel-shading

我正在尝试在hlsl中执行漫反射。目前我正在研究顶点着色器。不幸的是,当我尝试使用fxc.exe进行编译时,我得到了以下错误:

C:\Users\BBaczek\Projects\MyApp\VertexShader.vs.hlsl(2,10-25)
: error X4500: overlapping register semantics not yet implemented 'c1'
C:\Users\BBaczek\Projects\MyApp\VertexShader.vs.hlsl(2,10-25)
: error X4500: overlapping register semantics not yet implemented 'c2'
C:\Users\BBaczek\Projects\MyApp\VertexShader.vs.hlsl(2,10-25)
: error X4500: overlapping register semantics not yet implemented 'c3'

顶点着色器代码:

    float4x4 WorldViewProj : register(c0);
float4x4 inv_world_matrix : register(c1);
float4 LightAmbient;
float4 LightPosition;


struct VertexData
{
    float4 Position : POSITION;
    float4 Normal : NORMAL;
    float3 UV : TEXCOORD;
};

struct VertexShaderOutput
{
    float4 Position : POSITION;
    float3 Color: COLOR;
};

VertexShaderOutput main(VertexData vertex)
{
    VertexShaderOutput output;


    vertex.Normal = normalize(vertex.Normal);

    float4 newColor = LightAmbient;

    vector obj_light = mul(LightPosition, inv_world_matrix);
    vector LightDir = normalize(obj_light - vertex.Position);
    float DiffuseAttn = max(0, dot(vertex.Normal, LightDir));
    vector light = { 0.8, 0.8, 0.8, 1 };
    newColor += light * DiffuseAttn;

    output.Position = mul(vertex.Position, WorldViewProj);
    output.Color = float3(newColor.r, newColor.g, newColor.b);
    return output;
}

我用来执行编译的命令:

fxc /T vs_2_0 /O3 /Zpr /Fo VertexShader.vs VertexShader.vs.hlsl

为什么我收到此错误?我该怎么做才能防止这种情况发生?

0 个答案:

没有答案