Kav/Effects/HLSL/SimpleDepthEffect.fx

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#include "Macros.fxh"
BEGIN_CONSTANTS
MATRIX_CONSTANTS
float4x4 World _vs(c0) _cb(c0);
float4x4 ViewProjection _vs(c4) _cb(c4);
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END_CONSTANTS
struct VertexShaderInput
{
float4 Position : POSITION;
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float Depth : DEPTH;
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};
VertexShaderOutput main_vs(VertexShaderInput input)
{
VertexShaderOutput output;
float4x4 worldViewProjection = mul(World, ViewProjection);
output.Position = mul(input.Position, worldViewProjection);
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output.Depth = output.Position.z / output.Position.w;
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return output;
}
float4 main_ps(VertexShaderOutput input) : SV_TARGET0
{
return float4(input.Depth, 0.0, 0.0, 0.0);
}
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Technique SimpleDepth
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
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}
}