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beginner pixel shader problem

Last post 6/13/2009 9:51 PM by BJM. 1 replies.
  • 6/13/2009 3:48 PM

    beginner pixel shader problem

    Hi,

    I am trying to make a post processing pixel shader effect. To do this i use 2 textures.
    In my effect i do this:

    sampler
    samplerLeftEye; //Texture 1
    texture RightEye; //Texture 2

     

     

    // TODO: add effect parameters here.
    struct PixelInput
    {
        
    float2 TextureCoordinate0 : TEXCOORD0;
        
    float2 TextureCoordinate1 : TEXCOORD1;
    };

     

     

     

    sampler samplerRightEye = sampler_state
    {
        
    Texture = <RightEye>; 
        Magfilter =
    LINEAR
        Minfilter =
    LINEAR;     
        Mipfilter =
    LINEAR;
        
    AddressU = mirror; 
        
    AddressV = mirror;
    };

     

     

     

    float4 PixelShaderFunction(PixelInput input) : COLOR
    {
        
    float4 left;
        
    float4 right;

        left =
    tex2D(samplerLeftEye, input.TextureCoordinate0);
        right =
    tex2D(samplerRightEye, input.TextureCoordinate1);

        left.a = 0.5f;
        right.a = 0.5f;

     

     

        return (left+right);
    }

     

     

     

    technique Technique1
    {
        
    pass Pass1
        {
            
    // TODO: set renderstates here.
            
    PixelShader = compile ps_1_1 PixelShaderFunction();
        }
    }

    How ever when i run my project only the samplerLeftEye Texture is drawn because the tex2D(samplerRightEye, input.TextureCoordinate1);
    results in a black texture. It has something to do with the input.TextureCoordinate1. If i use input.TextureCoordinate0 i get an error saying i can't use
    TEXCOORD0 twice.

    How can i solve this problem?

     

     

     

     

     

     

  • 6/13/2009 9:51 PM In reply to

    Re: beginner pixel shader problem

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