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gamedata/shaders/d3d11/depth_downs.ps.hlsl
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gamedata/shaders/d3d11/depth_downs.ps.hlsl
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#include "common.hlsli"
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struct _input
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{
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float4 tc0 : TEXCOORD0; // tc.xy, tc.w = tonemap scale
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float2 tcJ : TEXCOORD1; // jitter coords
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float4 pos2d : SV_POSITION;
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};
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uniform float4 scaled_screen_res;
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float4 main(_input I) : SV_Target0
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{
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float4 Depth;
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#ifndef SM_5
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Depth.x = s_position.SampleLevel(smp_nofilter, I.tc0.xy, int2(1, 0), 0).x;
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Depth.y = s_position.SampleLevel(smp_nofilter, I.tc0.xy, int2(1, 1), 0).x;
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Depth.z = s_position.SampleLevel(smp_nofilter, I.tc0.xy, int2(0, 1), 0).x;
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Depth.w = s_position.SampleLevel(smp_nofilter, I.tc0.xy, int2(0, 0), 0).x;
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#else // !SM_5
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Depth = s_position.GatherRed(smp_nofilter, I.tc0.xy + 0.5f * scaled_screen_res.zw);
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#endif // SM_5
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Depth = depth_unpack.x * rcp(Depth - depth_unpack.y);
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return min(min(Depth.x, Depth.y), min(Depth.z, Depth.w));
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}
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