I am trying to render a texture that gets passed through a pixel shader.
Currently my shader is as follows:
float4 EffectProcess( float2 Tex : TEXCOORD0 ) : COLOR0
{
return float4(1,0,0,1);
}
technique MyTechnique
{
pass p0
{
VertexShader = null;
PixelShader = compile ps_2_0 EffectProcess();
}
}
As you can see, it is a very basic shader that makes that forces the pixels to be red.
UINT uiPasses = 0;
res= g_lpEffect->Begin(&uiPasses, 0);
for (UINT uiPass = 0; uiPass < uiPasses; uiPass++)
{
res = g_lpEffect->BeginPass(uiPass);
res = sprite->Begin(D3DXSPRITE_SORT_TEXTURE);
res = sprite->Draw(tex, NULL, 0x0, 0x0, 0xFFFFFFFF);
res = sprite->End();
res = g_lpEffect->EndPass();
}
res = g_lpEffect->End();
And I am drawing the texture using the shader like so. I am not sure this is the correct way to do it though and have found very little resources on the subject.
The shader is being created correctly and the texture aswell, all calls return a hresult of S_OK, yet when I run the code, the texture shows perfectly, without being overwritten by red.