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