#include "$ENGINE$\PPBase.bslinc" technique PPBuildHiZ { mixin PPBase; code { SamplerState gDepthSamp; Texture2D gDepthTex; float fsmain(VStoFS input) : SV_Target0 { float4 depth = gDepthTex.Gather(gDepthSamp, input.uv0); return min(min(depth.x, depth.y), min(depth.z, depth.w)); } }; };