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Reverse depth test using only HLSL in FxComposer?

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I'm attempting to make a refraction shader that takes into account the distance to the farthest away surface in addition to the closest surface. Right now I'm rendering closest surface and closest surface normals to texture and plan to access them later. I'm using HLSL in nvidia fx composer 1.8. Is there any way to reverse the depth test in HLSL/fx composer so that I can capture the distance of the farthest away surfaces, but without having to create a program which does this, and then invokes my shader?

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This topic is 3935 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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