Shader semantics in type overriden by variabile function or enclosing type

Hello sorry for my bad english
im thried to try a compile this shader.
In my older XNA no have problem, now try to convert in monogame i get this error:

X3206 (60,9-73): implicit truncation of vectory type
X3576 (55,29-58): semantics in type overridden by variable/function on enclosing type
X3576 (55,29-58): semantics in type overridden by variable/function on enclosing type
X3206 (60,9-73): implicit truncation of vectory type

float screenWidth;
float screenHeight;
float4 ambientColor;

float lightStrength;
float lightDecay;
float3 lightPosition;
float4 lightColor;
float lightRadius;
float specularStrength;

Texture NormalMap;
sampler NormalMapSampler = sampler_state {
	texture = <NormalMap>;
	magfilter = LINEAR;
	minfilter = LINEAR;
	mipfilter = LINEAR;
	AddressU = mirror;
	AddressV = mirror;
};

Texture ColorMap;
sampler ColorMapSampler = sampler_state {
	texture = <ColorMap>;
	magfilter = LINEAR;
	minfilter = LINEAR;
	mipfilter = LINEAR;
	AddressU = mirror;
	AddressV = mirror;
};

struct VertexToPixel
{
	float4 Position : POSITION;
	float2 TexCoord : TEXCOORD0;
	float4 Color : COLOR0;
};

struct PixelToFrame
{
	float4 Color : COLOR0;
};

VertexToPixel MyVertexShader(float4 inPos: POSITION0, float2 texCoord: TEXCOORD0, float4 color: COLOR0)
{
	VertexToPixel Output = (VertexToPixel)0;
	
	Output.Position = inPos;
	Output.TexCoord = texCoord;
	Output.Color = color;
	
	return Output;
}

PixelToFrame PointLightShader(VertexToPixel PSIn) : COLOR0
{	
	PixelToFrame Output = (PixelToFrame)0;
	
	float4 colorMap = tex2D(ColorMapSampler, PSIn.TexCoord);
	float3 normal = (2.0f * (tex2D(NormalMapSampler, PSIn.TexCoord))) - 1.0f;
		
	float3 pixelPosition;
	pixelPosition.x = screenWidth * PSIn.TexCoord.x;
	pixelPosition.y = screenHeight * PSIn.TexCoord.y;
	pixelPosition.z = 0;

	float3 lightDirection = lightPosition - pixelPosition;
	float3 lightDirNorm = normalize(lightDirection);
	float3 halfVec = float3(0, 0, 1);
		
	float amount = max(dot(normal, lightDirNorm), 0);
	float coneAttenuation = saturate(1.0f - length(lightDirection) / lightDecay); 
				
	float3 reflect = normalize(2 * amount * normal - lightDirNorm);
	float specular = min(pow(saturate(dot(reflect, halfVec)), 10), amount);
				
	Output.Color = colorMap * coneAttenuation * lightColor * lightStrength + (specular * coneAttenuation * specularStrength);

	return Output;
}

technique DeferredPointLight
{
    pass Pass1
    {
		VertexShader = compile vs_4_0_level_9_1 MyVertexShader();
        PixelShader = compile ps_4_0_level_9_1 PointLightShader();
    }
}

Anyone can help me plase.

Not going to try to count the line numbers to figure out were its at but these are the errors with the line numbers were they are occuring.

Truncations are just warnings.

Also in game1 i typically make sure i have graphicsdevice.Profile set to hidef.
and id run your shader on
vs_4_0
Also get rid of the 9.1 there are very few devices anymore that are reliant on dx 9 to run thats like 10 years old now. That might be screwing things up.