Hey guys !
Im totally new to monogame. My first game im working on should be an neon shooter. So i decided to use some neon shaders or bloom effects. I Put them into the content pipeline and then i click on build. But usually everything works fine except this time. It gives me the following error :
E:/Programming/Xamarin/Xamarin/TestGame/TestGame/Content/Shaders/BloomCombine.fx E:/Programming/Xamarin/Xamarin/TestGame/TestGame/Content/Shaders/BloomCombine.fx: E:\Programming\Xamarin\Xamarin\TestGame\TestGame\Content\Shaders\BloomCombine.fx(49,68) : Unexpected token 'f' found. Expected CloseParenthesis E:\Programming\Xamarin\Xamarin\TestGame\TestGame\Content\Shaders\BloomCombine.fx(49,68) : Unexpected token 'f' found. Expected CloseBracket E:\Programming\Xamarin\Xamarin\TestGame\TestGame\Content\Shaders\BloomCombine.fx(49,68) : Unexpected token 'f' found. Expected CloseBracket
I really have no idea what that means and how to solve this any ideas ? Heres the BloomCombine.fx file :
//----------------------------------------------------------------------------------------//
//----------------------------------------------------------------------------------------//
//----------------------------------------------------------------------------------------//
// Pixel shader combines the bloom image with the original
// scene, using tweakable intensity levels and saturation.
// This is the final step in applying a bloom postprocess.
sampler BloomSampler : register(s0);
sampler BaseSampler : register(s1);
float BloomIntensity;
float BaseIntensity;
float BloomSaturation;
float BaseSaturation;
// Helper for modifying the saturation of a color.
float4 AdjustSaturation(float4 color, float saturation)
{
// The constants 0.3, 0.59, and 0.11 are chosen because the
// human eye is more sensitive to green light, and less to blue.
float grey = dot(color, float3(0.3, 0.59, 0.11));
return lerp(grey, color, saturation);
}
float4 PixelShaderFunction(float2 texCoord : TEXCOORD0) : COLOR0
{
// Look up the bloom and original base image colors.
float4 bloom = tex2D(BloomSampler, texCoord);
float4 base = tex2D(BaseSampler, texCoord);
// Adjust color saturation and intensity.
bloom = AdjustSaturation(bloom, BloomSaturation) * BloomIntensity;
base = AdjustSaturation(base, BaseSaturation) * BaseIntensity;
// Darken down the base image in areas where there is a lot of bloom,
// to prevent things looking excessively burned-out.
base *= (1 - saturate(bloom));
// Combine the two images.
return base + bloom;
}
technique BloomCombine
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 PixelShaderFunction(float4 pos : SV_POSITION, float4 color1 : COLOR0, float2 coords: TEXCOORD0);
}
}
//----------------------------------------------------------------------------------------//
//----------------------------------------------------------------------------------------//