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1 answer
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How to modify the z depth value inside the vertex function of a surface shader?

I wrote the following surface shader. The idea is to increase the Z depth value of vertices, after projection. ...
tigrou's user avatar
  • 3,214
1 vote
1 answer
867 views

How do I write to a 16-bit depth buffer using Monogame and HLSL?

I'm working on shadow mapping. Part of the implementation involves drawing 3D models to a depth buffer with recommended 16-bit depth. To that end, I'm first creating a render target as follows: ...
Grimelios's user avatar
  • 579
3 votes
0 answers
363 views

Reading depth buffer result in only two values

I am attempting to add an SSAO post processing shader to my deferred rendering engine. I am running into problems with reading from the depth buffer. In the images linked below you can see the depth ...
AJ Weeks's user avatar
  • 113
0 votes
2 answers
6k views

How do I sample a Depth/Stencil Texture in HLSL?

I am shadow mapping in Direct3D 9. I'm trying to avoid rendering depth to a 32-bit render target. So, I've created a depth/stencil texture( a texture w/usage Depth/Stencil ). When I render I do this: ...
P. Avery's user avatar
  • 575