I am using a RenderTarget2D to draw my 3D World and I use a shader to add light effects etc. later. How can I get the depth information inside the pixelshader? I am new at shader programming and I have no idear of the shader given commands.
my shader:
float4x4 World;
float4x4 View;
float4x4 Projection;
texture output;
texture zBuffer;
float2 screenSize;
bool invert;
texture ModelTexture;
sampler2D textureSampler = sampler_state {
Texture = (ModelTexture);
MagFilter = Linear;
MinFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TextureCoordinate : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TextureCoordinate : TEXCOORD0;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
output.TextureCoordinate = input.TextureCoordinate;
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input, float2 vPos : VPOS) : COLOR0
{
int pixelCoordsY = vPos.y * screenSize.y; //get the y coordinate of the pixel
int pixelCoordsX = vPos.x * screenSize.x; //get the x coordinate of the pixel
float4 textureColor = tex2D(textureSampler, input.TextureCoordinate);
if (invert)
{
textureColor.r = 1 - textureColor.r;
textureColor.g = 1 - textureColor.g;
textureColor.b = 1 - textureColor.b;
}
return textureColor;
}
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
Does I have to set parameters at the RenderTarget? Thanks a lot!