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Simulate GL_depth_clamp in DX9 SM3.0

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I think this can solve problems with shadow volumes and deferred light volumes


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

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