OpenTK get uniform location always -1 - c#

I have been trying to learn OpenTk so that i can easily use OpenGl in c#. My problem now is that when i try to get the location of my two uniforms it returns -1 for both.
Vertex Shader:
#version 440 core
uniform vec3 position
void main(void)
{
gl_Position = position;
}
Fragment Shader:
#version 440 core
uniform vec4 frag_Color;
out vec4 color;
void main(void)
{
color = frag_Color;
}
Code:
GL.BindVertexArray(pointVertexArray);
GL.UseProgram(program);
int a = GL.GetUniformLocation(program, "position");
int b = GL.GetUniformLocation(program, "frag_Color");
Debug.WriteLine(a + ", " + b);
GL.DrawArrays(PrimitiveType.Points, 0, 1);
GL.PointSize(size);
Edit:
Here is where i created the program:
public int CreateShader(string path) {
var vertexShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertexShader, File.ReadAllText(".\\shaders\\" + path + ".vert"));
GL.CompileShader(vertexShader);
var fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragmentShader, File.ReadAllText(".\\shaders\\" + path + ".frag"));
GL.CompileShader(fragmentShader);
var program = GL.CreateProgram();
GL.AttachShader(program, vertexShader);
GL.AttachShader(program, fragmentShader);
GL.LinkProgram(program);
GL.DetachShader(program, vertexShader);
GL.DetachShader(program, fragmentShader);
GL.DeleteShader(vertexShader);
GL.DeleteShader(fragmentShader);
programs.Add(program);
return program;
}

Remember to check the compile status of your shaders.
int status;
GL.GetShader(shader, ShaderParameter.CompileStatus, out status);
if (status == 0)
throw new Exception(
String.Format("Error compiling {0} shader: {1}",
type.ToString(), GL.GetShaderInfoLog(shader)));
Because your vertex shader just has two typos that the compile status would have told you.
0(5) : error C0000: syntax error, unexpected reserved word "void", expecting ',' or ';' at token "void"
0(7) : error C1035: assignment of incompatible types
You're missing a semicolon and gl_Position is a vec4 not a vec3 and the compile status would have told you that.
uniform vec3 position;
^ Missing
[...]
gl_Position = vec4(position, 1.0);

Related

Crop the top and bottom part of texture using opentk

I have a slider which have value ranges from zero to one. Now using the value of this slider , I want to crop the image from bottom to half of image And from top to half of image. I have done the first one (bottom crop) by resizing the height of GLControl. Not sure that this is the proper way to achieve this. But it is working fine. I have no idea for second option (cropping from top to half of image). Please help to get it.
Attached is the outputs that I got when performing bottom crop with values 0,0.4,1.0 respectively.
int FramereHeight = (glControl2.Height / 2) / 10; // crop the middle camera upto half of it's height
if (NumericUpdownMiddleBottomCropVal != 0.0)//value ranges from zero to one
{
glControl2.Height = glControl2.Height - Convert.ToInt32(NumericUpdownMiddleBottomCropVal * 10 * FramereHeight);
}
public void CreateShaders()
{
/***********Vert Shader********************/
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, #"attribute vec3 a_position;
varying vec2 vTexCoord;
void main() {
vTexCoord = (a_position.xy+1)/2 ;
gl_Position =vec4(a_position, 1);
}");
GL.CompileShader(vertShader);
/***********Frag Shader ****************/
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, #"precision highp float;
uniform sampler2D sTexture_2;varying vec2 vTexCoord;
uniform float sSelectedCropVal;
uniform float sSelectedTopCropVal;uniform float sSelectedBottomCropVal;
void main ()
{
if (abs(vTexCoord.y-0.5) * 2.0 > 1.0 - 0.5*sSelectedCropVal)
discard;
vec4 color = texture2D (sTexture_2, vec2(vTexCoord.x, vTexCoord.y));
gl_FragColor =color;
}"); GL.CompileShader(fragShader);
}
I assume that sSelectedCropVal is in range [0.0, 1.0].
You can discard the fragments depending on the v corodiante:
if ((0.5 - vTexCoord.y) * 2.0 > 1.0-sSelectedCropVal)
discard;
if ((vTexCoord.y - 0.5) * 2.0 > 1.0-sSelectedBottomCropVal)
discard;
Complete shader:
precision highp float;
uniform sampler2D sTexture_2;varying vec2 vTexCoord;
uniform float sSelectedCropVal;
uniform float sSelectedTopCropVal;uniform float sSelectedBottomCropVal;
void main ()
{
if ((0.5 - vTexCoord.y) * 2.0 > 1.0-sSelectedCropVal)
discard;
if ((vTexCoord.y - 0.5) * 2.0 > 1.0-sSelectedBottomCropVal)
discard;
vec4 color = texture2D(sTexture_2, vTexCoord.xy);
gl_FragColor = color;
}

Vertex Skinning Looks Messy on Real Android Device using Monodroid

I have no problem doing the "vertex skinning" for three-dimensional animation. All goes well when using the emulator (and genymotion). However, when run on a real device (such as Samsung and Lenovo) looks messy.
Screenshoot (Emulator)
http://1drv.ms/1BzZ9Ib
Screenshoot (Real device)
1drv.ms/1BzZ2we
Passing skin transform matrix
int location = ...;
int arrayCount = ...;
float[] skinTransform = ...;
GL.UniformMatrix4(location, arrayCount, false, skinTransform);
GLSL vertex
uniform mat4 World;
uniform mat4 View;
uniform mat4 Projection;
uniform mat4 Bones[20];
attribute vec4 Position;
attribute vec4 BoneIndices;
attribute vec4 BoneWeights;
attribute vec2 UV;
varying vec4 v_Position;
varying vec2 v_UV;
void main()
{
mat4 skinTransform;
int boneIndex = int(BoneIndices.x);
skinTransform += Bones[boneIndex] * BoneWeights.x;
boneIndex = int(BoneIndices.y);
skinTransform += Bones[boneIndex] * BoneWeights.y;
boneIndex = int(BoneIndices.z);
skinTransform += Bones[boneIndex] * BoneWeights.z;
boneIndex = int(BoneIndices.w);
skinTransform += Bones[boneIndex] * BoneWeights.w;
vec4 skinPos = Position * skinTransform;
vec4 worldPosition = skinPos * World;
vec4 viewPosition = worldPosition * View;
v_Position = viewPosition * Projection;
v_UV = UV;
gl_Position = v_Position;
}
APK
http://1drv.ms/1BzYV3Q
Touch screen to on/off animation.
Info
Xamarin.Android = 4.10.x.x
Emulator Target = API 16 or 4.1
Real device Target = API 16 or 4.1
App Target = API 10 or 2.3 (tested also in API 14 and API 16), results remain the same
Is there any solution to solve this problem?
Best regards and thank you.

Normal mapping giving wierd results. (C# XNA)

Okay, so this problem is kinda huge, and for the same reason i would rather post as little code as possible, but rather have you come with ideas as to what it could be. I will post the codere where i feel the problem could be. If you would like to see more just ask and i will provide it.
So, i just "stole" a shader for my game. By stole i mean found a tutorial that i had done before, and just copied the end result. Thus i know the shader should work, because i've used it before.
I have a custom mesh class, and also a custom vertex struct. I have never done a xertex struct before so initially i thought this is where the problem was.
But i have some counterarguments i later found:
All of their variables seems to be right, and everything works except the bump-mapping.
Changing the Tangent and/or binormal seems to have no effect on the shading what-so-ever. So i think the mistake is not in how they are calulated, but rather how they are used.
http://imageshack.us/photo/my-images/838/w6kv.png/
This is the output i get. Keep in mind that this is a voxel engine. As you can see all the boxes has the same wierd normal-map shadow. However this is the normal map:
http://imageshack.us/photo/my-images/268/r7jt.jpg/
As you can see, they don't fit whatsoever. Now, this could be one of three things as i see it:
It could be the way i set up the shader in xna.
It could also be something in the vertex struct
It could also be the way i call the actual drawing function.
So here's the code for those three things (And the shader as well):
Shader Setup:
((Here i set up the data for the shader, and the draw the mesh))
// Bind the parameters with the shader.
BBS.Parameters["World"].SetValue(Matrix.Identity);
BBS.Parameters["View"].SetValue(camera.viewMatrix);
BBS.Parameters["Projection"].SetValue(camera.projectionMatrix);
BBS.Parameters["AmbientColor"].SetValue(Color.White.ToVector4());
BBS.Parameters["AmbientIntensity"].SetValue(0.5f);
Vector3 LD = new Vector3(0, 1, -1);
LD.Normalize();
BBS.Parameters["DiffuseColor"].SetValue(Color.White.ToVector4());
BBS.Parameters["DiffuseIntensity"].SetValue(0);
BBS.Parameters["LightDirection"].SetValue(LD);
BBS.Parameters["EyePosition"].SetValue(new Vector3(0.0f, 2.0f, 5.0f));
BBS.Parameters["SpecularColor"].SetValue(Color.White.ToVector4());
BBS.Parameters["ColorMap"].SetValue(cubeTexture);
BBS.Parameters["NormalMap"].SetValue(Content.Load<Texture2D>("images"));
BBS.CurrentTechnique = BBS.Techniques["Technique1"];
for (int i = 0; i < BBS.CurrentTechnique.Passes.Count; i++)
{
//EffectPass.Apply will update the device to
//begin using the state information defined in the current pass
BBS.CurrentTechnique.Passes[i].Apply();
//theMesh contains all of the information required to draw
//the current mesh
graphics.DrawUserPrimitives(PrimitiveType.TriangleList, Mesh.Vertices, 0, Mesh.NUM_TRIANGLES);
}
Vertex struct:
public struct VertexPositionNormalTangentBinormalTexture : IVertexType
{
public Vector3 Position;
public Vector3 Normal;
public Vector2 TextureCoordinate;
public Vector3 Tangent;
public Vector3 Binormal;
public static readonly VertexDeclaration VertexElements = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0),
new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0),
new VertexElement(32, VertexElementFormat.Vector3, VertexElementUsage.Tangent, 0),
new VertexElement(44, VertexElementFormat.Vector3, VertexElementUsage.Binormal, 0)
);
VertexDeclaration IVertexType.VertexDeclaration { get { return VertexElements; } }
public static readonly int SizeInBytes = sizeof(float) * (3 + 3 + 2 + 3 + 3);
}
Shader:
// XNA 4.0 Shader Programming #4 - Normal Mapping
// Matrix
float4x4 World;
float4x4 View;
float4x4 Projection;
// Light related
float4 AmbientColor;
float AmbientIntensity;
float3 LightDirection;
float4 DiffuseColor;
float DiffuseIntensity;
float4 SpecularColor;
float3 EyePosition;
texture2D ColorMap;
sampler2D ColorMapSampler = sampler_state
{
Texture = <ColorMap>;
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
};
texture2D NormalMap;
sampler2D NormalMapSampler = sampler_state
{
Texture = <NormalMap>;
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
};
// The input for the VertexShader
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
float3 Normal : NORMAL0;
float3 Binormal : BINORMAL0;
float3 Tangent : TANGENT0;
};
// The output from the vertex shader, used for later processing
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
float3 View : TEXCOORD1;
float3x3 WorldToTangentSpace : TEXCOORD2;
};
// The VertexShader.
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
output.TexCoord = input.TexCoord;
output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World);
output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World);
output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World);
output.View = normalize(float4(EyePosition,1.0) - worldPosition);
return output;
}
// The Pixel Shader
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
float4 color = tex2D(ColorMapSampler, input.TexCoord);
float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0;
normalMap = normalize(mul(normalMap, input.WorldToTangentSpace));
float4 normal = float4(normalMap,1.0);
float4 diffuse = saturate(dot(-LightDirection,normal));
float4 reflect = normalize(2*diffuse*normal-float4(LightDirection,1.0));
float4 specular = pow(saturate(dot(reflect,input.View)),32);
return color * AmbientColor * AmbientIntensity +
color * DiffuseIntensity * DiffuseColor * diffuse +
color * SpecularColor * specular;
}
// Our Techinique
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
This Is Not Done In The Correct Order:
output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World);
output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World);
output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World);
It Should Be Like This:
output.WorldToTangentSpace[0] = normalize(mul(input.Tangent, World));
output.WorldToTangentSpace[1] = normalize(mul(input.Binormal, World));
output.WorldToTangentSpace[2] = normalize(mul(input.Normal, World));
Otherwise, Your Normals Will Get Scaled From The World-space Transformation And Will Result In Very Bright And Very Dark Patches (Which Looks Like Your Problem). BTW, Seeing As You're Interested In Normal Mapping For Voxel Engines, Check Out The Following That I Had Made:
http://www.youtube.com/watch?v=roMlOmNgr_w
http://www.youtube.com/watch?v=qkfHoGzQ8ZY
Hope You Get Inspired And That You Complete Your Project.

Modelview Difference between GLSL and HLSL?

I'm wondering if there is a difference between GLSL and HLSL Mathematics.
I'm using a selfmade Engine which works with openTK fine. My SharpDx Implementation gets everyday a bit further.
I'm currently working on the ModelviewProjection Matrix.
To see if it works I use a simple project which works fine with OpenTK.
So I changed the Shader code from GLSL to HLSL because the rest of the program uses the engine functions. The programm did not work I couldn't see the geometry, so I changed the Modelview Matrix and the Projections Matrix to the Identity Matrix. Aftwards it worked I saw the geometry. So I changed a bit of the GLSL becuase I wanted a similar GLSL code to the HLSL and I also changed the Matrixes to the identy too. Afterwards I did not see anything it didn't work.... So I'm stuck... Any of you have an Idea?
Anyways long story short
My HLSL Shader Code
public string Vs = #"cbuffer Variables : register(b0){
float4 Testfarbe;
float4x4 FUSEE_MVP;
}
struct VS_IN
{
float4 pos : POSITION;
float4 tex : TEXCOORD;
float4 normal : NORMAL;
};
struct PS_IN
{
float4 pos : SV_POSITION;
float4 col : COLOR;
float4 tex : TEXCOORD;
float4 normal : NORMAL;
};
PS_IN VS( VS_IN input )
{
PS_IN output = (PS_IN)0;
input.pos.w = 1.0f;
output.pos = mul(input.pos,FUSEE_MVP);
output.col = Testfarbe;
/*output.col = FUSEE_MV._m00_m01_m02_m03;*/
/* output.normal = input.normal;
output.tex = input.tex;*/
/* if (FUSEE_MV._m00 == 4.0f)
output.col = float4(1,0,0,1);
else
output.col = float4(0,0,1,1);*/
return output;
}
";
string Ps = #"
SamplerState pictureSampler;
Texture2D imageFG;
struct PS_IN
{
float4 pos : SV_POSITION;
float4 col : COLOR;
float4 tex : TEXCOORD;
float4 normal : NORMAL;
};
float4 PS( PS_IN input ) : SV_Target
{
return input.col;
/*return imageFG.Sample(pictureSampler,input.tex);*/
}";
So I changed my old working OpenTk project to see where the difference ist between openTK and SharpDx relating to the math calculations.
The HLSL code
public string Vs = #"
/* Copies incoming vertex color without change.
* Applies the transformation matrix to vertex position.
*/
attribute vec4 fuColor;
attribute vec3 fuVertex;
attribute vec3 fuNormal;
attribute vec2 fuUV;
varying vec4 vColor;
varying vec3 vNormal;
varying vec2 vUV;
uniform mat4 FUSEE_MVP;
uniform mat4 FUSEE_ITMV;
void main()
{
gl_Position = FUSEE_MVP * vec4(fuVertex, 1.0);
/*vNormal = mat3(FUSEE_ITMV[0].xyz, FUSEE_ITMV[1].xyz, FUSEE_ITMV[2].xyz) * fuNormal;*/
vUV = fuUV;
}";
public string Ps = #"
/* Copies incoming fragment color without change. */
#ifdef GL_ES
precision highp float;
#endif
uniform vec4 vColor;
varying vec3 vNormal;
void main()
{
gl_FragColor = vColor * dot(vNormal, vec3(0, 0, 1));
}";
In the main code itself I only read an Obj file and set the Identity matrix
public override void Init()
{
Mesh = MeshReader.LoadMesh(#"Assets/Teapot.obj.model");
//ShaderProgram sp = RC.CreateShader(Vs, Ps);
sp = RC.CreateShader(Vs, Ps);
_vTextureParam = sp.GetShaderParam("Testfarbe");//vColor
}
public override void RenderAFrame()
{
...
var mtxRot = float4x4.CreateRotationY(_angleHorz) * float4x4.CreateRotationX(_angleVert);
var mtxCam = float4x4.LookAt(0, 200, 500, 0, 0, 0, 0, 1, 0);
// first mesh
RC.ModelView = float4x4.CreateTranslation(0, -50, 0) * mtxRot * float4x4.CreateTranslation(-150, 0, 0) * mtxCam;
RC.SetShader(sp);
//mapping
RC.SetShaderParam(_vTextureParam, new float4(0.0f, 1.0f, 0.0f, 1.0f));
RC.Render(Mesh);
Present();
}
public override void Resize()
{
RC.Viewport(0, 0, Width, Height);
float aspectRatio = Width / (float)Height;
RC.Projection = float4x4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 1, 5000);
}
The both programs side by side
What I should also add is as soon as the values of my ModelView identity are bigger than 1.5 I don't see anything in my window ? anyone knows that might causing this?
I edited the Post and the Image so you see a bigger difference.
I had earlier in this post the identity Matrix. If I use the Identity Matrix with this Obj-File
v 0.0 0.5 0.5
v 0.5 0.0 0.5
v -0.5 0.0 0.5
vt 1 0 0
vt 0 1 0
vt 0 0 0
f 1/2 2/3 3/1
I saw in my SharpDX project the triangle and in my openTK not. But I tink the Teapot thing is a bit better to show the difference within the to project where only the Shadercode is different! I mean I could've done something wrong in the SharpDX Implementation for this Enginge but lets assume their is everything right. At least I hope so if you guys tell my the ShaderCode is just wrong ;)
I hope I could describe my problem clear so you understand it.
OK So you've to Transpose the Matrix...

Direct3D9 / HLSL Depth semantic not working

i have o problem with my shader code (HLSL). I use "DirectX for Managed Code" and Shader Model 3.0. I try to write a custom depth value into the depth buffer by using the DEPTH semantic in the pixel shader output struct:
struct PSOutput
{
float4 col : COLOR0;
float dept : DEPTH;
};
and i use this struct as return value in my pixel shader:
PSOutput PSFunction(VertexShaderOutput input)
{
PSOutput output;
...
output.col = float4(...);
output.dept = ...;
return output;
}
DirectX throws an exeption when i try to compile this shader, but gives no detailed information why. But when i remove the depth variable from the output struct it works! I also tried to write DEPTH0 as semantic, but no success. I hope anyone can help my with that.
EDIT:
If i write the following, it fails:
PSOutput PSFunction(VertexShaderOutput input)
{
PSOutput output;
float resDepth = input.Position[2] / input.Position[3];
if(...)
{
resDepth = ...;
}
output.col = float4(...);
output.dept = resDepth;
return output;
}
but if i write this code, it compiles:
PSOutput PSFunction(VertexShaderOutput input)
{
PSOutput output;
float resDepth = input.Position[2] / input.Position[3];
if(...)
{
resDepth = ...;
}
output.col = float4(...);
output.dept = 0.5;
return output;
}
any ideas?
Here's the full code:
float4x4 World;
float4x4 View;
float4x4 Projection;
float4 CamPos;
float4 LightDir;
float4 ObjColor;
static const float PI = 3.14159265f;
static const int MAX_FU = 32;
float fuPercent[MAX_FU];
float4 fuColor[MAX_FU];
int buildDir;
static int fuCount = 2;
float4 boxMin;
float4 boxMax;
struct VertexShaderInput
{
float4 Position : POSITION0;
float3 Normal : NORMAL;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float3 Normal : NORMAL;
float3 ExactPos : TEXCOORD1;
};
struct PSOutput
{
float4 col : COLOR0;
//float dept : DEPTH;
};
VertexShaderOutput VSFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
output.Normal = mul(input.Normal, World);
output.ExactPos = input.Position;
return output;
}
PSOutput PSFunction(VertexShaderOutput input)
{
PSOutput output;
float4 resColor = ObjColor;
float resDepth = input.Position[2] / input.Position[3];
float prpos = 0;
if (buildDir == 0)
{
prpos = (input.ExactPos[1] - boxMin[1]) / (boxMax[1] - boxMin[1]);
}
else if (buildDir == 1)
{
prpos = 1.0 - ((input.ExactPos[1] - boxMin[1]) / (boxMax[1] - boxMin[1]));
}
else if (buildDir == 2)
{
prpos = (input.ExactPos[2] - boxMin[2]) / (boxMax[2] - boxMin[2]);
}
else if (buildDir == 3)
{
prpos = 1.0 - ((input.ExactPos[2] - boxMin[2]) / (boxMax[1] - boxMin[2]));
}
else if (buildDir == 4)
{
prpos = (input.ExactPos[0] - boxMin[0]) / (boxMax[0] - boxMin[0]);
}
else if (buildDir == 5)
{
prpos = 1.0 - ((input.ExactPos[0] - boxMin[0]) / (boxMax[0] - boxMin[0]));
}
float currPerc = 1.1;
for (int i = 0; i < fuCount; i++)
{
if (prpos - 0.0001 <= fuPercent[i])
{
if (fuPercent[i] < currPerc)
{
currPerc = fuPercent[i];
resColor = fuColor[i];
}
}
else
{
resDepth = 1.0;
resColor[3] = 0.0;
}
}
float3 nor = input.Normal;
float3 pos = input.ExactPos;
float glo = 0.5;
float id = (acos(dot(LightDir,nor) / pow(dot(LightDir,LightDir) * dot(nor, nor), 0.5)) / PI );
id = pow(id,2);
float3 look = reflect(normalize(pos - CamPos), nor);
float gl = (acos(dot(LightDir,look) / pow(dot(LightDir,LightDir) * dot(look, look), 0.5)) / PI );
gl = max(gl * 10.0 - 9.0, 0.0);
gl = pow(gl,2) * glo;
output.col = float4(resColor[0] * id + gl, resColor[1] * id + gl, resColor[2] * id + gl, resColor[3]);
//output.dept = resDepth;
return output;
}
technique MyTechnique
{
pass Pass1
{
VertexShader = compile vs_3_0 VSFunction();
PixelShader = compile ps_3_0 PSFunction();
}
}
If FXC is throwing an exception during compilation rather than giving you a compilation error it's probably not anything you've done wrong.
If you're using the DirectX SDK make sure you're using the most recent version (June 2010). If you're using the Windows Kit 8.0 SDK then you may have found a compiler bug. What version of the SDK / fxc are you using?
Can you post a shader that actually compiles (one with the missing VertexShaderOutput struct and without ...'s in place of actual code)? I've filled in the missing code and have no problem compiling it using fxc from Windows Kit 8.0.
EDIT:
Nope, I hadn't spotted you'd commented out the code that made it not compile.
Sure enough, it doesn't compile, but that's because it's not valid code (as reported by the compile errors). You're using the POSITION semantic as an input to your pixel shader, which is not valid. If you want to use the outputted position from a vertex shader as input to a pixel shader, copy it into a second attribute and use that instead. If I substitute the following code into your shader it then compiles:
struct VertexShaderOutput
{
float4 ClipPosition : POSITION; // Renamed this to ClipPosition.
float4 Position : TEXCOORD0; // This is valid to use as an input to the pixel shader.
float3 Normal : NORMAL;
float3 ExactPos : TEXCOORD1;
};
struct PSOutput
{
float4 col : COLOR0;
float dept : DEPTH;
};
VertexShaderOutput VSFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.ClipPosition = mul(viewPosition, Projection);
output.Position = output.ClipPosition; // Copy output position to our other attribute.
output.Normal = mul(input.Normal, World);
output.ExactPos = input.Position;
return output;
}

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