[SOLVED] Various result of work of shaders in DX9 and DX11

I create the plane from two triangles with texture.

Code:

[code] const float vertexes[4 * (3 + 2)] =
{
0.0f + d, 0.0f, 0.0f + d, 0.0f, 1.0f,
1.0f - d, 0.0f, 0.0f + d, 1.0f, 1.0f,
1.0f - d, 0.0f, -1.0f + d, 1.0f, 0.0f,
0.0f + d, 0.0f, -1.0f + d, 0.0f, 0.0f
};

    const uint16 indexes[6] =
    {
        2, 1, 0,
        3, 2, 0
    };

    SharedPtr<CustomGeometry> geometry(node->CreateComponent<CustomGeometry>());

    geometry->BeginGeometry(0, Urho3D::TRIANGLE_LIST);
    geometry->SetViewMask(VIEW_MASK_FOR_EFFECTS);

    for (int i = 0; i < 6; i++)
    {
        const float *p = vertexes + indexes[i] * 5;
        geometry->DefineVertex(Vector3(*p++, *p++, *p++));
        geometry->DefineTexCoord(Vector2(*p++, *p));
    }

    geometry->SetMaterial(gCache->GetResource<Material>("Materials/Decals/PathDecal.xml"));

    geometry->Commit();[/code]

Material:

- <material> <technique name="Techniques/Decals/PathDecal.xml" /> <texture unit="diffuse" name="Textures/Decals/PathDecal.png" /> <parameter name="MatDiffColor" value="0 0 0 0.8" /> <depthbias constant="-0.00001" slopescaled="0" /> </material>

Technique:

<technique vs="LitSolid" ps="LitSolid" psdefines="DIFFMAP"> <pass name="alpha" depthwrite="false" blend="alpha" /> <pass name="litalpha" depthwrite="false" blend="addalpha" /> <pass name="shadow" vs="Shadow" ps="Shadow" /> </technique>

Shaders from “Core data” I didn’t change.

In DX9 the result meets expectation, in DX11 error message in log:

ERROR: Failed to create input layout for shader LitSolid(), missing element mask 2

Thanks. Now everything is correct.