I responded to a thread on the old forums here but I thought I would also post in the new forums as well in case anybody has additional input.
To summarize the post above, the content pipeline currently builds OpenGL shaders when the target is set to Windows and causes run time problems. Specifically, the MGFX content loader will complain that the effect was compiled for a different platform.
Updating the shader to use SM4 (something I’m not very thrilled about since the other dev on our project doesn’t have a DX11 graphics card) and changing the content pipeline to also compile windows platform as DX11 seems to solve the problem and so I’ve created a pull request (#2916) but if anyone else has any info or progress on this issue I’m all ears.
Ideally, I’d keep DX9 support but from what I understand, SharpDX doesn’t build D3D9 shaders. Any other suggestions?