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2026-08-09 04:23:10 -07:00

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{
parms {
#ifdef PS3
projectionMatrixZ.z projectionMatrixZ.z * 0.5 - 0.5
#endif
}
state {
depthfunc GL_ALWAYS
depthmask
alphamask
twosided
}
hlsl_vp {
result.position = vertex.position;
}
hlsl_fp {
float2 tc = screenPosToTexcoord( fragment.position.xy, $renderPositionToViewTexture );
float depth = tex2Ddepth( $spare1Map, tc );
#if defined( PS3 )
float clipZ = ( depth - 0.5 ) * $projectionMatrixZ.w / ( depth + $projectionMatrixZ.z );
#elif defined( XBOX )
float clipZ = -( $projectionMatrixZ.w / ( -depth - $projectionMatrixZ.z ) ) * depth;
#else
depth = depth * 2.0 - 1.0;
float clipZ = -( $projectionMatrixZ.w / ( -depth - $projectionMatrixZ.z ) ) * depth;
#endif
result.color = _float4( clipZ / 1000.0 );
//result.color = depth;
}
}