#define USES_PS #include "$ENGINE$\ShadowDepthBase.bslinc" mixin ShadowDepth { code { float4 fsmain(ShadowVStoFS input, out float outDepth : SV_Depth) : SV_Target0 { // Shadow position in clip space, plus bias, scaled to [0, 1] range outDepth = saturate(input.shadowPos * gInvDepthRange + gDepthBias); return 0; } }; };