Android Black screen diffuse lighting? RB.

I was just trying to convert RB whitaker tutorial on diffuse Lighting to work with android using monogame.

This is the actual HLSL RB use which also work on the content pipeline and didnt show any errors

    float4x4 World;
    float4x4 View;
    float4x4 Projection;
    
    float4 AmbientColor = float4(1, 1, 1, 1);
    float AmbientIntensity = 0.1;
    
    float4x4 WorldInverseTranspose;
    
    float3 DiffuseLightDirection = float3(1, 1, 1);
    float4 DiffuseColor = float4(1, 1, 1, 1);
    float DiffuseIntensity = 1.0;
    
    struct VertexShaderInput
    {
        float4 Position : POSITION0;
        float4 Normal : NORMAL0;
    };
    
    struct VertexShaderOutput
    {
        float4 Position : POSITION0;
        float4 Color : COLOR0;
    };
    
    VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
    {
        VertexShaderOutput output;
    
        float4 worldPosition = mul(input.Position, World);
        float4 viewPosition = mul(worldPosition, View);
        output.Position = mul(viewPosition, Projection);
    
        float4 normal = mul(input.Normal, WorldInverseTranspose);                    // takes the normal and transforms it in such a way that the normal is now relative to where the object is in the world
        
    
        /*
          calculates the angle between the surface's normal vector and the light, which is used to measure the intensity of the light. 
          The dot() function performs the dot product of two vectors, which can effectively be used as a measurement of the an

gle between the two vectors. 
      If the surface is exactly facing the light source, this value will be 1. If the surface is sideways, compared to the light, this value will be 0. 
      If the surface is facing away from the light, it will be a negative value.
    
    */
    float lightIntensity = dot(normal, DiffuseLightDirection);    


    // calculate the actual output color that was determined by the diffuse lighting
    output.Color = saturate(DiffuseColor * DiffuseIntensity * lightIntensity);        //saturate(). This function will take a color and ensure that it has values between 0 and 1 for each of the component 

    return output;
}

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{

    /*
    Notice that all we do is add in the input color that was calculated by the vertex shader, 
    and then call the saturate() function, to ensure that we don't try to add too much light. (You can't get brighter than pure white!)
    
    */
    return saturate(input.Color + AmbientColor * AmbientIntensity);    
}

technique DiffuseLighting
{
    pass Pass1
    {
        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}

But what I got is a blank black screen

My android version is Lolipop.