|
|
|
|
|
|
|
|
|
|
float FetchDepth(Texture2D depthTexture, uint2 pixCoord) |
|
|
|
{ |
|
|
|
return 1.0 - LOAD_TEXTURE2D(depthTexture, pixCoord.xy).x; |
|
|
|
float zdpth = LOAD_TEXTURE2D(depthTexture, pixCoord.xy).x; |
|
|
|
#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE) |
|
|
|
zdpth = 1.0 - zdpth; |
|
|
|
#endif |
|
|
|
return zdpth; |
|
|
|
return 1.0 - LOAD_TEXTURE2D_MSAA(depthTexture, pixCoord.xy, sampleIdx).x; |
|
|
|
float zdpth = LOAD_TEXTURE2D_MSAA(depthTexture, pixCoord.xy, sampleIdx).x; |
|
|
|
#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE) |
|
|
|
zdpth = 1.0 - zdpth; |
|
|
|
#endif |
|
|
|
return zdpth; |
|
|
|
} |
|
|
|
|
|
|
|
#endif |