I have a bunch of parameters that are output from the vertex shader, and I want to pass them to the pixel shader.
The normal way to do this is to declare an output structure
struct vOut
{
float4 param0 : TEXCOORD0 ;
float4 param1 : TEXCOORD1 ;
} ;
So you have to write a separate variable and put each in a texture coordinate.
Is there a way to declare an array of 16 * float4's, and have them occupy TEXCOORD0 -> TEXCOORD15
without having to write out a vertex declaration like this?