If I use the example shader I found here then print al_get_shader_log after attaching the source, I get the following error:
1C:\Users\Platino\Documents\C\Crucis\memory(11,16): error X3000: unrecognized ide
3Failed to attach shader source.
If I use the following pixel shader I found here...
1float4 PixelShaderFunction() : COLOR0
3 return float4(1, 0, 0, 1);
...then it successfully attaches, builds, then destroys. Finally! I haven't learned HLSL so I don't understand what VS_OUTPUT is. In the past, I used SFML which defaulted to GLSL. Is there any reason why allegro is forcing me to use HLSL? Would I get a performance penalty if I switched to GLSL? Is that even possible on Windows 8.1? Would it be portable?
On another note, could there please be an allegro error to reflect this quirk with shaders? It would be nice if you got a printout like "Cannot destroy a shader without attaching source." when you attempt doing so. It would've saved me several days and a lot of frustration getting this to work. The shader was going to be for something very minor, anyways.