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[777] | 1 | float farplane = 100.0;
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| 2 | float nearplane = 0.1;
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| 3 |
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| 4 | struct VS_OUT
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| 5 | {
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| 6 | float4 hPosition : POSITION;
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| 7 | float4 Position : TEXCOORD0;
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| 8 | };
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| 9 |
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| 10 | VS_OUT hDepthVS(float4 position : POSITION,
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| 11 | uniform float4x4 worldView,
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| 12 | uniform float4x4 worldViewProj)
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| 13 | {
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| 14 | VS_OUT OUT;
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| 15 | OUT.hPosition = mul(worldViewProj, position);
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| 16 | OUT.Position = ( OUT.hPosition / OUT.hPosition.w + 1) / 2.0;
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| 17 | return OUT;
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| 18 | }
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| 19 |
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| 20 | VS_OUT cDepthVS(float4 position : POSITION,
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| 21 | uniform float4x4 worldView,
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| 22 | uniform float4x4 worldViewProj)
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| 23 | {
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| 24 | VS_OUT OUT;
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| 25 | OUT.hPosition = mul(worldViewProj, position);
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| 26 | OUT.Position = mul(worldView, position);
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| 27 | OUT.Position.z *= -1.0;
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| 28 | return OUT;
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| 29 | }
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| 30 |
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| 31 |
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| 32 | float4 DepthPS(VS_OUT IN ):COLOR
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| 33 | {
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| 34 | return float4(IN.Position.z, IN.Position.z, IN.Position.z, 1);
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| 35 | }
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