Constant (DX11.Effect) not work

Hi vvvvorum!
i don’t know, but Constant (DX11.Effect) not work. Texture shows only white color. I use all value on Rasterizer(DX11, renderstate), does not solve the problem.
What is the problem?

You may have changed the code inside somehow. If not, please post what your constant effect contains.

that’s what my Constant.fx dx11 file contains:

//@author: vux
//@help: standard constant shader
//@tags: color

Texture2D texture2d <string uiname="Texture";>;

SamplerState g_samLinear <string uiname="Sampler State";>
    Filter = MIN_MAG_MIP_LINEAR;
    AddressU = Clamp;
    AddressV = Clamp;

cbuffer cbPerDraw : register( b0 )

cbuffer cbPerObj : register( b1 )
	float4x4 tW : WORLD;
	float Alpha <float uimin=0.0; float uimax=1.0;> = 1; 
	float4 cAmb <bool color=true;String uiname="Color";> = { 1.0f,1.0f,1.0f,1.0f };
	float4x4 tTex <string uiname="Texture Transform"; bool uvspace=true; >;
	float4x4 tColor <string uiname="Color Transform";>;
	float4x4 iColor <string uiname="Color isma";>;

struct VS_IN
	float4 PosO : POSITION;
	float4 TexCd : TEXCOORD0;


struct vs2ps
    float4 PosWVP: SV_POSITION;
    float4 TexCd: TEXCOORD0;

vs2ps VS(VS_IN input)
    vs2ps Out = (vs2ps)0;
    Out.PosWVP  = mul(input.PosO,mul(tW,tVP));
    Out.TexCd = mul(input.TexCd, tTex);
    return Out;

float4 PS(vs2ps In): SV_Target
    float4 col = texture2d.Sample(g_samLinear,In.TexCd.xy) * cAmb;
	col = mul(col, tColor)+1;
	col.a *= Alpha;
    return col;

technique10 Constant
	pass P0
		SetVertexShader( CompileShader( vs_4_0, VS() ) );
		SetPixelShader( CompileShader( ps_4_0, PS() ) );

i’m work on windows 8.1 x64 and use vvvv for x64

col = mul(col, tColor)+1; —> output your white color
use this
col = mul(col, tColor);