Thanks for the response guys.

What I'm trying to figure out is just how much conversion
is needed to get an HLSL shader from say rendermonkey to GS.

Here's an example of a simple shader that places a texture on a model:

Code:
  

bmap tilemap = <tile033.tga>;

Material mat_hlsltest
{
skin1 = tilemap;

effect = "

// Uniform Parameters
float4x4 matWorldViewProj : WorldViewProjection;
texture mtlSkin1;
//float4x4 matWorldViewProj;

struct Technique1_Pass1_VS_OUT
{
float4 position : POSITION;
float2 uv0 : TEXCOORD0;
};

struct Technique1_Pass1_PS_OUT
{
float4 color : COLOR0;
};

// Samplers
sampler2D TextureSampler = sampler_state
{
Texture = (mtlSkin1);
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
};


// Functions
Technique1_Pass1_VS_OUT Technique1_Pass1_VS(
float3 pos : POSITION,
float2 uv0 : TEXCOORD0,
uniform float4x4 matWorldViewProj)
{
Technique1_Pass1_VS_OUT OUT;
OUT.position = mul(float4(pos.xyz, 1), matWorldViewProj);
OUT.uv0 = uv0;
return OUT;
}

Technique1_Pass1_PS_OUT Technique1_Pass1_PS(
float2 uv0 : TEXCOORD0,
uniform sampler2D TextureSampler)
{
Technique1_Pass1_PS_OUT OUT;
OUT.color = tex2D(TextureSampler, uv0.xy);
return OUT;
}


// Techniques
technique Technique1
{
pass P0
{
VertexShader = compile vs_2_0 Technique1_Pass1_VS(matWorldViewProj);
PixelShader = compile ps_2_0 Technique1_Pass1_PS(TextureSampler);
ZEnable = true;
ZWriteEnable = true;
CullMode = CW;
}
}


";

}


action hlsl_tests
{

my.material = mat_hlsltest;

}



While this compiles just fine, the model it is assigned to always shows black. How much conversion would even this very simple example need to get working in Gamestudio?

Thanks
Homey