(ded4a3e0a) v0.9.0.7
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The 2MGFX tool is used to build a MonoGame Effect from an input Microsoft FX or MGFX file.
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## Command Line
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The command line options are:
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```
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2MGFX <SourceFile> <OutputFile> [/Debug] [/Profile:<DirectX_11,OpenGL,PlayStation4>]
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```
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### Source File
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The input effect file in typical FX format with samplers, techniques, and passes defined. This parameter is required.
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### Output File
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The file to write for the output compiled MGFX file. This parameter is required.
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NOTE: The generated file is not an XNB file for use with the ContentManager.
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### Debug Info
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If the `/Debug` flag is passed the resulting compiled MGFX file will contain extra debug information and the fewest possible optimizations.
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### Platform Profile
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The `/Profile` option defines the platform we're targeting with this effect file. It can be one of the following:
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```
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DirectX_11
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OpenGL
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PlayStation4
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PSVita
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XboxOne
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Switch
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```
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NOTE: PlayStation 4, Xbox One, PS Vita, and Switch support is only available to licensed console developers.
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### Help
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If you use `/?`, `/help`, or simply pass no paramters to 2MGFX.exe you will get information about these command line options.
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## Runtime Use
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The resulting compiled MGFX file can be used from your game code like so:
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```csharp
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byte[] bytecode = File.ReadAllBytes("mycompiled.mgfx");
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var effect = new Effect(bytecode);
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```
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This is basically how the stock effects (BasicEffect, DualTextureEffect, etc) are compiled and loaded.
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