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15 lines
518 B
HLSL
15 lines
518 B
HLSL
#pragma once
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#include "copy_common.hlsli"
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Texture2DMS<float, SAMPLE_COUNT> g_Texture2DMSDescriptorHeap[] : register(t0, space0);
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float shaderMain(in float4 position : SV_Position) : SV_Depth
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{
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float result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), 0);
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[unroll] for (int i = 1; i < SAMPLE_COUNT; i++)
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result = min(result, g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), i));
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return result;
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}
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