47 lines
898 B
HLSL
47 lines
898 B
HLSL
#include "Macros.fxh"
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BEGIN_CONSTANTS
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MATRIX_CONSTANTS
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float4x4 World _vs(c0) _cb(c0);
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float4x4 ViewProjection _vs(c4) _cb(c4);
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END_CONSTANTS
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struct VertexShaderInput
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{
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float4 Position : POSITION;
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};
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struct VertexShaderOutput
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{
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float4 Position : SV_POSITION;
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float Depth : TEXCOORD0;
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};
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VertexShaderOutput main_vs(VertexShaderInput input)
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{
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VertexShaderOutput output;
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float4x4 worldViewProjection = mul(World, ViewProjection);
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output.Position = mul(input.Position, worldViewProjection);
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output.Depth = output.Position.z / output.Position.w;
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return output;
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}
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float4 main_ps(VertexShaderOutput input) : SV_TARGET0
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{
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return float4(input.Depth, 0.0, 0.0, 0.0);
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}
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Technique SimpleDepth
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{
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Pass
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{
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VertexShader = compile vs_3_0 main_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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