// // RT64 // Texture2DMS gDepth : register(t0); float4 PSMain(in float4 pos : SV_Position, in uint sampleIndex : SV_SampleIndex, in float2 uv : TEXCOORD0) : SV_TARGET { float depth = gDepth.Load(floor(pos.xy), sampleIndex); if (abs(pos.z - depth) > 1e-6f) { discard; } return float4(1.0f, uv, 1.0f); }