Unable to complie .fx for Android

Hey all!

I am a pretty long time MonoGame user but have been focusing on iOS. I am now in the process of porting a game over to Android, specifically Amazon FireTV.

I am having more problems than I would have thought trying the get my lighting effect compiled over on the latest MonoGame branch. The code for the fx file is below:

sampler s0;  
texture lightMask;  
sampler lightSampler = sampler_state
{
	Texture = <lightMask>;
	
    MinFilter = Linear;
    MagFilter = Linear;
    MipFilter = Linear;

    AddressU = Clamp;
    AddressV = Clamp;
}; 
  

float4 PixelShaderFunction(float2 coords: TEXCOORD0) : COLOR0  
{  
    float4 color = tex2D(s0, coords);  
    float4 lightColor = tex2D(lightSampler, coords);

	color *= 1 + lightColor * 3;

	if (1 == 2)
    {
		if(lightColor.r == 0 && lightColor.g == 0 && lightColor.b == 0)
		{
			color.r /= 8;
			color.g /= 8;
			color.b /= 8;
		}
	}

    return color;  
}  

float4 PixelShaderFunctionDarkLevels(float2 coords: TEXCOORD0) : COLOR0  
{  
    float4 color = tex2D(s0, coords);  
    float4 lightColor = tex2D(lightSampler, coords);

	if(lightColor.r == 0 && lightColor.g == 0 && lightColor.b == 0)
	{
		color *= 0.15f;
	}
	else 
	{
		color *= .5f;
	}

	color *= 1 + lightColor * 4;

    return color; 
}  

float4 PixelShaderFunctionDarkLevels2(float2 coords: TEXCOORD0) : COLOR0  
{  
    float4 color = tex2D(s0, coords);  
    float4 lightColor = tex2D(lightSampler, coords);

	if(lightColor.r == 0 && lightColor.g == 0 && lightColor.b == 0)
	{
		color *= 0.02f;
	}
	else 
	{
		color *= .5f;
	}

	color *= 1 + lightColor * 4;

    return color; 
} 

technique Technique1  
{  
    pass Pass1  
    {  
        PixelShader = compile ps_2_0 PixelShaderFunction();  
    }  
	pass Pass2  
    {  
        PixelShader = compile ps_2_0 PixelShaderFunctionDarkLevels();  
    } 
	pass Pass3  
    {  
        PixelShader = compile ps_2_0 PixelShaderFunctionDarkLevels2();  
    } 
}  

I tried using the 2MGFX utility to create a mgfx file to read in but keep running into errors about a missing libmojoshader_64.dll file which exists in the directory. I am also attempting this on a 64bit version of windows7.

Does anyone have any ideas what my issue is? Or could someone compile this code for me targeting Android? :smile:

Thanks!!
Jon