diff --git a/2.5DHero/2.5DHero/2.5DHero.vbproj b/2.5DHero/2.5DHero/2.5DHero.vbproj
index dd570616a..40b0a0855 100644
--- a/2.5DHero/2.5DHero/2.5DHero.vbproj
+++ b/2.5DHero/2.5DHero/2.5DHero.vbproj
@@ -11,7 +11,7 @@
net.Pokemon3D.Game
Pokemon
512
- Windows
+ DesktopGL
v4.5
@@ -1697,8 +1697,11 @@
+
+ $(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\DesktopGL\OpenTK.dll
+
- $(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll
+ $(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll
diff --git a/2.5DHero/2.5DHeroContent/Content.mgcb b/2.5DHero/2.5DHeroContent/Content.mgcb
index 232cc3434..3c67ab648 100644
--- a/2.5DHero/2.5DHeroContent/Content.mgcb
+++ b/2.5DHero/2.5DHeroContent/Content.mgcb
@@ -3,7 +3,7 @@
/outputDir:bin
/intermediateDir:obj
-/platform:Windows
+/platform:DesktopGL
/config:
/profile:Reach
/compress:False
diff --git a/2.5DHero/2.5DHeroContent/Effects/BackdropShader.fx b/2.5DHero/2.5DHeroContent/Effects/BackdropShader.fx
index 8fc69593d..6c79625c6 100644
--- a/2.5DHero/2.5DHeroContent/Effects/BackdropShader.fx
+++ b/2.5DHero/2.5DHeroContent/Effects/BackdropShader.fx
@@ -55,7 +55,7 @@ technique Texture
{
// TODO: set renderstates here.
- VertexShader = compile vs_4_0 VertexShaderFunction();
- PixelShader = compile ps_4_0 TextureShaderFunction();
+ VertexShader = compile vs_2_0 VertexShaderFunction();
+ PixelShader = compile ps_2_0 TextureShaderFunction();
}
}
\ No newline at end of file
diff --git a/2.5DHero/2.5DHeroContent/Effects/BlurEffect.fx b/2.5DHero/2.5DHeroContent/Effects/BlurEffect.fx
index afd116a57..e703dc98c 100644
--- a/2.5DHero/2.5DHeroContent/Effects/BlurEffect.fx
+++ b/2.5DHero/2.5DHeroContent/Effects/BlurEffect.fx
@@ -203,8 +203,8 @@ technique Simple
pass Pass0
{
- VertexShader = compile vs_4_0 SimpleVertexShader();
- PixelShader = compile ps_4_0 SimplePixelShader();
+ VertexShader = compile vs_2_0 SimpleVertexShader();
+ PixelShader = compile ps_2_0 SimplePixelShader();
}
}
@@ -212,8 +212,8 @@ technique Spotlight
{
pass Pass0
{
- VertexShader = compile vs_4_0 SimpleVertexShader();
- PixelShader = compile ps_4_0 SpotlightPixelShader();
+ VertexShader = compile vs_2_0 SimpleVertexShader();
+ PixelShader = compile ps_2_0 SpotlightPixelShader();
}
}
@@ -221,7 +221,7 @@ technique Greyscale
{
pass Pass0
{
- PixelShader = compile ps_4_0 GrayscalePixelShader();
+ PixelShader = compile ps_2_0 GrayscalePixelShader();
}
}
@@ -229,7 +229,7 @@ technique GaussianBlur
{
pass Pass0
{
- PixelShader = compile ps_4_0 GaussianPixelShader();
+ PixelShader = compile ps_2_0 GaussianPixelShader();
}
}
@@ -237,7 +237,7 @@ technique TexturedLight
{
pass Pass0
{
- VertexShader = compile vs_4_0 SimpleVertexShader();
- PixelShader = compile ps_4_0 TexturedSpotlightPixelShader();
+ VertexShader = compile vs_2_0 SimpleVertexShader();
+ PixelShader = compile ps_2_0 TexturedSpotlightPixelShader();
}
}
diff --git a/2.5DHero/2.5DHeroContent/Effects/DiffuseShader.fx b/2.5DHero/2.5DHeroContent/Effects/DiffuseShader.fx
index 380470159..3742f792e 100644
--- a/2.5DHero/2.5DHeroContent/Effects/DiffuseShader.fx
+++ b/2.5DHero/2.5DHeroContent/Effects/DiffuseShader.fx
@@ -69,7 +69,7 @@ technique Texture
{
pass Pass1
{
- VertexShader = compile vs_4_0 VertexShaderFunction();
- PixelShader = compile ps_4_0 PixelShaderFunction();
+ VertexShader = compile vs_2_0 VertexShaderFunction();
+ PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
\ No newline at end of file
diff --git a/2.5DHero/2.5DHeroContent/Effects/Toon.fx b/2.5DHero/2.5DHeroContent/Effects/Toon.fx
index 1d5c94706..ae6f2018c 100644
--- a/2.5DHero/2.5DHeroContent/Effects/Toon.fx
+++ b/2.5DHero/2.5DHeroContent/Effects/Toon.fx
@@ -148,8 +148,8 @@ technique Toon
// model will get drawn normally, and draw over the top most of this, leaving only an outline.
pass Pass1
{
- VertexShader = compile vs_4_0 OutlineVertexShader();
- PixelShader = compile ps_4_0 OutlinePixelShader();
+ VertexShader = compile vs_1_1 OutlineVertexShader();
+ PixelShader = compile ps_2_0 OutlinePixelShader();
CullMode = CW;
}
@@ -157,8 +157,8 @@ technique Toon
// color the model with certain colors, giving us the cel/toon effect that we are looking for.
pass Pass2
{
- VertexShader = compile vs_4_0 CelVertexShader();
- PixelShader = compile ps_4_0 CelPixelShader();
+ VertexShader = compile vs_1_1 CelVertexShader();
+ PixelShader = compile ps_2_0 CelPixelShader();
CullMode = CCW;
}
}