float FetchDepthMSAA(Texture2DMS<float> depthTexture, uint2 pixCoord, uint sampleIdx)
{
float zdpth = depthTexture.Load(uint3(pixCoord.xy, 0), sampleIdx).x;
float zdpth = depthTexture.Load(pixCoord.xy, sampleIdx).x;
#ifdef REVERSE_ZBUF
zdpth = 1.0 - zdpth;
#endif