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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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