   Strange Issue with a HLSL shader
  Hi everyone, I have a problem with a HLSL shader, to be more specific, with some texture coordinates passed from VS to PS. I have something like: struct VS_INPUT{float4 position : POSITION;float2 texCoord : TEXCOORD0;};struct VS_OUTPUT{float4 position : POSITION;float2 taps0 : TEXCOORD0;float2 taps1 : TEXCOORD1;}; And I have about 4 effects called one after another (to perform some post processing). Before calling the first effect I set up D3DTEXTURESTAGESTATETYPE to default + D3DTSS_TCI_PASSTHRU and between effects I just change the render target. THE PROBLEM IS: in the first effect both texture coordinates function perfect in the pixel shader, BUT in the following effects only TEXCOORD0 in ok and TEXCOORD1 is allways 0.0f Does anyone knows what might be the problem ? Thanks.   
  Well first off, if you're using vertex and pixel shaders it will make absolutely no difference what texture stage states you set.  Those apply to fixed-function processing only.What does your vertex shader look like for your second effect?   ;  It's quite a simple vertex shader:#define DOWNSAMPLE_SCALE 0.25VS_OUTPUT VS_Quad(float4 Position : POSITION,   float2 TexCoord : TEXCOORD0,  uniform float2 TexelOffsets,  uniform float2 WindowSize){    VS_OUTPUT OUT;    float2 texelSize = 1.0 / WindowSize;    OUT.Position = Position;    // don't want bilinear filtering on original scene:    OUT.taps0 = TexCoord + TexelOffsets;    OUT.taps1 = TexCoord + (TexelOffsets / DOWNSAMPLE_SCALE);    return OUT;} I've also tryed to put something simple like: OUT.taps1.x = 1.0f; OUT.taps1.y = 0.0f; And I've tryed to output them directly as final color ...   