![]() ![]() The only exception is that software-only vs_3_0 shaders may be used with any pixel shader version. In addition, if you are using a software-only vs_3_0 shader with a previous pixel shader version, the vertex shader can only use output semantics that are compatible with flexible vertex format (FVF) codes. The semantics used on vertex shader outputs must be used on pixel shader inputs. The semantics are used to map the vertex shader outputs to the pixel shader inputs, similar to the way the vertex declaration is mapped to the vertex shader input registers and previous shader models. See Match Semantics on vs 3.0 and ps 3.0 Shaders.Īdditional wrap mode render states have been added to cover the possibility of additional texture coordinates in this new scheme. Attributes with D3DDECLUSAGE_TEXCOORD and usage index from 0 to 15 are interpolated in wrap mode when the corresponding D3DRS_WRAP* is set. The vertex shader output register types have been collapsed into twelve registers (see Output Registers). Each register that is used needs to be declared using the dcl instruction and a semantic (for example, dcl_color0 o0.xyzw).
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