{ parms { } state { depthfunc GL_ALWAYS depthmask twosided } hlsl_vp { result.position = vertex.position; #if defined( PC ) && !defined( PC_D3D ) result.texcoord0 = vertex.texcoord0.xyxy; #endif } hlsl_fp { #if defined( PC ) && !defined( PC_D3D ) // texelFetch requires unnormalized texcoords float2 texcoord = fragment.texcoord0.xy * float2( 1.0 / $positionToViewTexture.z, 1.0 / $positionToViewTexture.w ); ivec2 texcoordi = ivec2( texcoord.x, texcoord.y ); result.hcolor = texelFetch( $feedbackColorMap, texcoordi.xy, 0 ); #else result.hcolor = _half4( 0.0 ); #endif } }