pass real perspective ZW to PS
set output POSITION Z = abs(W) * sign(Z)
this chucks pixel onto far plane whilst keeping sign intact (for near plane clipping) for both RH and LH projections
set output DEPTH = min(1.0, Z / W);
This clamps distant geometry to the far plane
Besides disabling early-z and friends can anybody see a problem with this approach?
Edited by skytiger, 02 May 2012 - 01:56 AM.