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o3de/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassTransparentMax.shader

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{
"Source" : "./DepthPass.azsl",
"RasterState": { "CullMode": "None" },
"DepthStencilState" : {
// Note that we assuming reversed depth buffer, which normally means we
// are rendering with GreaterEqual. But in our case we want to render the maximum (furthest) values from the camera.
"Depth" : { "Enable" : true, "CompareFunc" : "LessEqual" }
},
"CompilerHints" : {
},
"ProgramSettings" :
{
"EntryPoints":
[
{
"name": "DepthPassVS",
"type" : "Vertex"
}
]
},
"DrawList" : "depthTransparentMax"
}