Hi Jason,
I tried your suggestion using float4/vector4 and VS debugger showed the correct values. I should note however that i still believe that the VS debugger isn't showing the debug values correctly. I think the actual values for my constant buffer are correct even though the debugger shows that it isn't. I've tested this by switching/replacing MJPs formula in the shader code from:
float linearDepth = gfx_gCamProjB / (depth - gfx_gCamProjA);
to:
float linearDepth = gfx_gCamProjA / (depth - gfx_gCamProjA);
using CamProjA for both shouldn't affect the value since, according to the debugger, camProjA and camProjB have the same values but i got a different value from the original formula.
I thought the ref device only supports DX10?
As a side note, i managed to fix my problem with reconstructing view space pos from depth.... ermm... i forgot to set the worldView matrix...