input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
input_desc[1].InstanceDataStepRate = 0;
- hr = gst_d3d11_create_vertex_shader_simple (self->device, templ_vs_coord,
+ hr = gst_d3d11_create_vertex_shader_simple (self->device, templ_vs_color,
"main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout);
if (!gst_d3d11_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Failed to compile vertext shader");
return FALSE;
}
-
hr = gst_d3d11_create_pixel_shader_simple (self->device,
templ_ps_smpte, "main", &ps);
if (!gst_d3d11_result (hr, self->device)) {