I finally downloaded the ASHLI viewer and was rather disappointed with the GUI ( it needs like 1280x960 res to view the entire window ) anyway I sat down and started to play with it and started to do some coding until I tried to do a simple old swizzle.
So can someone point out my mistake if I am making one?
Here is the broken output
and here is the working output.
All I want is a damn HLSL compiler that works :/ [/code]
So can someone point out my mistake if I am making one?
Code:
// vertex to fragment shader io
varying vec4 Pdev;
// samplers
uniform sampler2D tex0;
// entry point
void
main()
{
vec4 C = texture2D(tex0, Pdev);
gl_FragColor = C*vec4(C.r,C.g,C.b,C.a); // THIS DOESN'T
// gl_FragColor = C*C; // THIS WORKS
}
Here is the broken output
Code:
!!ARBfp1.0
# Instructions (Alu): 1
# Instructions (Tex): 0
# Registers (Temp): 0
# Registers (Constant): 1
# Registers (Color): 0
# Registers (TexCoord): 0
# Registers (Texture): 0
# Registers (Output): 1
PARAM Const0 = { 0, 0, 0, 0 };
OUTPUT Output0 = result.color;
MOV Output0, Const0.r;
END
and here is the working output.
Code:
!!ARBfp1.0
# Instructions (Alu): 2
# Instructions (Tex): 1
# Registers (Temp): 1
# Registers (Constant): 0
# Registers (Color): 0
# Registers (TexCoord): 1
# Registers (Texture): 1
# Registers (Output): 1
ATTRIB Tex0 = fragment.texcoord[0];
TEMP Temp0;
OUTPUT Output0 = result.color;
TEX Temp0, Tex0, texture[ 0], 2D;
MUL Temp0, Temp0, Temp0;
MOV Output0, Temp0;
END
All I want is a damn HLSL compiler that works :/ [/code]