What I've done before in DX9 is render "viewPos.z / farClip to a seperate render target for usage in e.g. ssao.
Now what I'm thinking is that having the opportunity to sample HW depth inside the shader using DX11, couldn't I instead sample my hardware Z buffer and somehow convert it to the linear space format I need for ssao ?
Or is this just not possible and I have to have this seperate depth texture ? It just seems redundant to me...
Edited by lipsryme, 31 August 2012 - 02:10 PM.