#include "common.hlsli" uniform float4 m_hud_params; float main(float Z : TEXCOORD0, float4 pos2d : SV_POSITION) : SV_Depth { float Depth = s_position.Load(int3(pos2d.xy, 0)).x; float Alpha = m_hud_params.y * m_hud_params.w; if(Depth > pos2d.z * 0.02f && Alpha >= 0.5f) { return 1.0f; } return Depth; }