#include "common.hlsli" uniform float4 screen_res; // vertex output struct v2p_L { float4 pos : SV_POSITION; float4 viewpos : TEXCOORD0; float4 color : COLOR0; }; float4 main(v2p_L I) : SV_TARGET { float depth = s_position.SampleLevel(smp_nofilter, I.pos.xy * screen_res.zw, 0).x; depth = depth_unpack.x / (depth - depth_unpack.y); clip(depth - I.viewpos.z); return I.color; }