I'm having a problem building/loading custom shaders for the Windows GL project in Visual Studio 2013 on Windows 7.
When I try to build the shader with the Pipeline tool no platform target seems to do the trick (both built as HighDef).
If I build for DesktopGL I get this when trying to load the .xnb file:
"Could not load Shaders/Deferred asset as a non-content file! ---> Microsoft.Xna.Framework.Content.ContentLoadException: Asset does not appear to be a valid XNB file. Did you process your content for Windows?"
If I build for Windows I get this:
"This MGFX effect seems to be for a newer release of MonoGame."
So I'm not sure what to do at this point. The shader works fine under DirectX on Windows, when trying to compile it for MacOSX it loads correctly with the MacOSX target, but it doesn't seem to render correctly to render targets.
So I figured I'd see if it has to do with Open GL and the shader but can't even seem to get it to load in a Windows GL project.
Thanks in advance for any insights.