error x3000 unexpected token Alexander City Alabama

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error x3000 unexpected token Alexander City, Alabama

share|improve this answer answered Jun 20 '10 at 22:44 Xilliah 180111 1 Note you can accept your own solution. –Stringer Jun 21 '10 at 17:32 Yeah, definitely don't Here is the shader I am sharing: Shared.fx: // Input parameters. in the United States of America and elsewhere. Open Discussion and Dev Announcements Off-topic Game Development Everything 2d/3d Graphics Game Programming Game Assets Locked Forums Irrlicht.NET Who is online Users browsing this forum: Yahoo

Join them; it only takes a minute: Sign up HLSL: Empty fx file: X3000: unexpected token '{' up vote 6 down vote favorite The following error appears: Test.fx(1,1): error X3000: syntax Any ideas would be helpful. These can be combined with each other. I literally copied the loading function from the test project.

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. Vertex shader: float4x4 matViewProjection; struct VS_INPUT { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; }; struct VS_OUTPUT { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; }; VS_OUTPUT vs_main( VS_INPUT Josh Petrie Back to top Back to DirectX and XNA Old topic! But now i am very convused.

SweetFX + MasterEffect , How? 1 year 9 months ago #8 SunBroDave Offline Posts: 201 Thank you received: 174 Simply paste this SweetFX_settings.txt over the one currently in your SweetFX folder SweetFX + MasterEffect , How? 1 year 8 months ago #14 paxton676 Offline Posts: 68 Thank you received: 10 For me, the black screen issues with sweetfx and newer mastereffect are Register now! I had troubles with glsl myself, but believe me, reading trough tutorials and understanding how they work is very important.

Sum of neighbours Appease Your Google Overlords: Draw the "G" Logo Somewhat Generalized Mean Value Theorem What is a type system? Examples cat dog --matches anything with cat,dog or both cat +dog --searches for cat +dog where dog is a mandatory term cat -dog -- searches for cat excluding any result containing Viewable by all users 1 answer: sort voted first ▼ oldest newest voted first 0 No, the code you inputted in custom is pasted directly to function and you can't have Oh world, you are so much fun.

current community chat Stack Overflow Meta Stack Overflow your communities Sign up or log in to customize your list. So yesterday i can't do anything other then thinking on my damn shader so I read the first 50 pages of my book and searched trough google about 40 sits. Truth in numbers What does a well diversified self-managed investment portfolio look like? Now I read about 3 hours trough the first 3 page of my new nividia germs 2 book and found it out.It wasn't as hard as i thought.

I just concentrate on my shader code so i completely missed out my gamecode! some time ago I put a bloom shader (tgm's shader pack) into my scene and all was fine.But since 2 or 1 day I got an error in the console and Why are unsigned numbers implemented? I only had done some glsl shaders.

You won't get far without putting your effort to get things running. It might be a good way to handle the preprocessor output too. Just thinking... asked 6 years ago viewed 4025 times active 6 years ago Related 4directx/HLSL what are input and output semantics for?0uniform keyword in HLSL0DirectX/HLSL error PS2.00C++ shader, HLSL , how to send

This then opens us up for the next steps towards supporting GLSL FX files. Also, Advanced CRT is broken, crosire needs to fix this (Standalone too). Any better way to determine source of light by analyzing the electromagnectic spectrum of the light Translating "machines" and "people" Does chilli get milder with cooking? Hot Network Questions Physically locating the server What is the most expensive item I could buy with £50?

Epic, Epic Games, Unreal, Unreal Engine, UE4, and their logos are trademarks or registered trademarks of Epic Games, Inc. caiosm1005 commented Mar 5, 2014 If I remove the #include completely, the shader compiles with no problems at all. tomspilman closed this in #3666 Apr 3, 2015 Soenneker commented May 1, 2015 Hello, Using the 3.4 pipeline tool, I'm getting the following error: Shared.fx: error X3000: syntax error: unexpected token tomspilman referenced this issue Mar 17, 2015 Open 2MGFX does not work on non-Windows platforms #2167 tomspilman added the Help Wanted label Mar 17, 2015 MonoGame member tomspilman commented Mar

caiosm1005 commented Mar 5, 2014 I've made this very simple effect: float4x4 matWorldViewProj : WORLDVIEWPROJECTION; struct OUT { float4 Pos: POSITION; }; OUT mainVS( float4 Pos: POSITION ) { OUT Out When I try to compile this with 2MGFX, strangely, it returns defaults.fx(1,1): error X3000: syntax error: unexpected token '?' MonoGame member tomspilman commented Mar 5, 2014 I would suspect something either Last Edit: 1 year 8 months ago by paxton676. Back to top Back to DirectX and XNA Old topic!

If you have not yet registered, you can register here. Removed the depthtoggle and the Vignette since it was conflicting. Removed the depthtoggle and the Vignette since it was conflicting. Now i got 2 other errors : Code: Select allHLSL vertex shader compilation failed:
(1): error X3039: 'vTexCoord': global variables cannot be target specific
(1): error X3004: undeclared identifier 'gl_Vertex'

Loves to test stuff for no reason. HRESULT res = D3DXCreateEffectFromFile(device, file_name, NULL, NULL, 0, 0, &effect, &error_buffer); Google doesn't turn up with anything like this. I just want the sweetFX to add SMAA. Username or email: Forum Password I've forgotten my password Remember me This is not recommended for shared computers Sign in anonymously Don't add me to the active users list Privacy Policy

The administrator has disabled public write access. I'm already using CppNet for my own project, so it shouldn't take too long to get up and running for MonoGame. KonajuGames commented Mar 5, 2014 That might be something we could add in. tgjones commented May 1, 2015 The problem is that CppNet doesn't add a newline at the end of included files, so if there isn't already a newline, then this ends up

The issue happens even with all effects toggled to 0(off). Any chance you could make a Reborn MasterEffect version with SMAA? The following user(s) said Thank You: brussell SweetFX + MasterEffect , How? 1 year 8 months ago #18 Ganossa Offline 최정장군 Posts: 790 Thank you received: 837 We discussed a framework output.position = mul(position, MatrixTransform); // Half pixel offset for correct texel centering.

more stack exchange communities company blog Stack Exchange Inbox Reputation and Badges sign up log in tour help Tour Start here for a quick overview of the site Help Center Detailed Board Rules · Mark all read Default Stylegamestudioubbthreads-darkubbthreads_bigfontubbthreads_stock · · Top Gamestudio download | chip programmers | Zorro platform | shop | resources | magazine | manual | support faq | Within the EffectProcessor in the pipeline it writes a handler for this interface which redirects to the pipeline output methods. And if you want to convert that glsl shader to hlsl you'll have to be able to distinguish one from other(know/be able to read from reference manuals both language types/functions and

Reply to quoted postsClear » Forums » Home » Forums » The Technical Side » DirectX and XNA English (USA) English (USA) English (USA) (COPY) Mark Community Read Forums Members At the moment, I'm ignoring preprocessor warnings, and throwing an exception for the first preprocessor error. add new comment (comments are locked) 10|2000 characters needed characters left ▼ Everyone Moderators Original poster and moderators Other... The administrator has disabled public write access.

Antoon directx hlsl share|improve this question asked Jun 20 '10 at 20:24 Xilliah 180111 add a comment| 1 Answer 1 active oldest votes up vote 4 down vote accepted Solution: Don't VS_OUTPUT SpriteVertexShader(VS_INPUT input) { VS_OUTPUT output = (VS_OUTPUT)0; float4 position = input.position; output.worldPosition = position; output.lightCoord = float2((position.x + 32) / objectLightingTextureWidth, (position.y + 32) / objectLightingTextureHeight); // Apply the matrix