2
votes
1answer
596 views

Adding VFACE semantic causes overlapping output semantics error

My pixel shader input is a follows struct VertexShaderOut { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; float4 PositionClone : ...
0
votes
1answer
1k views

Changing the culling mode in the HLSL effect

I'm writing a cel-shading effect in HLSL and Direct3D 11, and I need to be able to flip the culling mode on the outline pass of the effect. I know you do this in XNA by setting CullMode to CW or CCW ...