e4s-game/gamedata/shaders/d3d11/debug_draw.ps.hlsl
2026-06-18 01:18:29 +03:00

20 lines
389 B
HLSL

#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;
}