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D3D11: ERROR: ID3D11DeviceContext::Draw: A Vertex Shader is always required when drawing, but none is currently bound. [ EXECUTION ERROR #341: DEVICE_DRAW_VERTEX_SHADER_NOT_SET ]
D3D11: ERROR: ID3D11DeviceContext::Draw: Rasterization Unit is enabled (PixelShader is not NULL or Depth/Stencil test is enabled and RasterizedStream is not D3D11_SO_NO_RASTERIZED_STREAM) but position is not provided by the last shader before the Rasterization Unit. [ EXECUTION ERROR #362: DEVICE_DRAW_POSITION_NOT_PRESENT ]

These errors occur if you forget to have an output with the output semantic :COLOR on your pixel shader in d3d11.


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