/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include ShaderResourceGroup PassSrg : SRG_PerPass { Texture2DMS m_depthTexture; } struct PSOutput { float m_depth : SV_Depth; }; PSOutput MainPS(VSOutput IN) { uint width = 0; uint height = 0; uint numberOfSamples = 0; PassSrg::m_depthTexture.GetDimensions(width, height, numberOfSamples); int2 coord = int2(width * IN.m_texCoord.x, height * IN.m_texCoord.y); PSOutput OUT; int sampleIndex = 0; OUT.m_depth = PassSrg::m_depthTexture.Load(coord, sampleIndex); return OUT; }