I'm playing around a bit with sm 3.0 in RenderMonkey and noticed something odd. I'm using the following shaders:
vs_3_0 def c10, 0, 0.5, 1, 0 dcl_position v0 dcl_position o0 dcl_color0 o1.xz dcl_color1 o1.yw m4x4 o0, v0, c0 mov o1, c10 ps_3_0 dcl_color0 v0.xz dcl_color1 v0.yw mov oC0, v0As expected, I get a light blue object: RGB = (0, 0.5, 1). But the odd thing is that the pixel shader input declaration has no effect on the color. The following two declarations give me the same light blue:
dcl_color1 v0.xz dcl_color0 v0.yw dcl_color0 v0.xy dcl_color1 v0.zwSo how exactly do individual components map from the vertex shader to the pixel shader?
Any insights much appreciated. :worthy:












