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[hlsl 10] how to read depth-buffer in ps?

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I heard that dx could read zbuffer, I guess the method might be ID3D10Texture2D* pTexDepth and ID3D10DepthStencilView, and in shader, just access it as texture, but 2 problems occurred: 1,this fails in shader: Texture2D <float> texDepth; outside shader: V((g_pEffect->GetVariableByName("texDepth")->AsDepthStencil())->SetDepthStencil(pViewTexDepth)); //SetDepthStencil() needs a ID3D10EffectDepthStencilViewVariable*, not a ID3D10EffectDepthStencilVariable*. but I find no means to get a ID3D10EffectDepthStencilViewVariable*. 2, I can't PS_OUTPUT ps(depth: SV_Depth) { .. } it spits error for vs's lack of depth signature. Thanks!

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