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我想在hlsl中執行漫反射。目前我正在研究頂點着色器。可惜的是我獲得以下錯誤,試圖用fxc.exe
編譯時:VertexShader中的「重疊寄存器語義尚未實現」錯誤
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'
頂點着色器代碼:
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;
}
和命令我用它來進行編譯:
fxc /T vs_2_0 /O3 /Zpr /Fo VertexShader.vs VertexShader.vs.hlsl
爲什麼我收到這個錯誤?我能做些什麼來防止這種情況發生?
這並不是那麼愚蠢。這種情況下的'寄存器'是一個單獨的float4,所以包含float4s的矩陣將消耗4個寄存器。因此,第二個矩陣必須從第5個寄存器開始。 –