I am having a really hard time trying to compile some shaders for a Direct X 11 tutorial I am working my way through.
For some reason, even when I explicitly change the "Entrypoint name" I am still getting this message. X3501 'main entrypoint not found'
I want to be able to compile the shaders during build time as opposed to run time.
Here is a screenshot of the hlsl properties for my Vertex Shader:
and here is the Vertex Shader code:
cbuffer cbPerObject : register(b0)
{
float4x4 gWorldViewProj;
};
struct VertexIn
{
float3 PosL : SV_POSITION;
float4 Color : COLOR;
};
struct VertexOut
{
float4 PosH : SV_POSITION;
float4 Color : COLOR;
};
VertexOut VS(VertexIn vin)
{
VertexOut vout;
// Transform to homogeneous clip space.
vout.PosH = mul(float4(vin.PosL, 1.0f), gWorldViewProj);
// Just pass vertex color into the pixel shader.
vout.Color = vin.Color;
return vout;
}
Any help would be greatly appreciated. Thanks!
Edit:
I also have the similar setup for my pixel shader as well