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- #include "$ENGINE$\PPBase.bslinc"
- #include "$ENGINE$\PerCameraData.bslinc"
- technique PPEncodeDepth
- {
- mixin PPBase;
- mixin PerCameraData;
- blend
- {
- target
- {
- writemask = A;
- };
- };
- code
- {
- [internal]
- cbuffer Params
- {
- float gNear;
- float gFar;
- }
-
- SamplerState gInputSamp;
- Texture2D gInputTex;
-
- float4 fsmain(VStoFS input) : SV_Target0
- {
- float deviceZ = gInputTex.Sample(gInputSamp, input.uv0);
- float viewZ = convertFromDeviceZ(deviceZ);
-
- float alpha = 1.0f - saturate((viewZ - gNear) / (gFar - gNear));
- return float4(0.0f, 0.0f, 0.0f, alpha);
- }
- };
- };
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