I’m playing with Post Processing in MonoGame, my first tests with the OpenGL port are sweet but when I switch to Windows DX I get an empty screen with a light blue color…
My guess is the signature of the pixel shader. Under DX11 the inputs to the pixel shader need to be exactly the same as the outputs of the vertex shader.
You can see the inputs that SpriteEffect.fx expects in the HLSL source:
Thanks again for your reply. My code hasn’t vertex shader function, it has only a pixel shader function, you can take a look at my (really simple) blur effect here.
I read tutorials and they do like this, without VS function (I know that it’s maybe bad tutorials). But I just found a nice article about SpriteBatch effect here. If I’ve correctly understand, I can solve my problem by creating a VS function with correct inputs right ? I’ll test that tomorrow.