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Doing Dot Product 2d depth replace in DirectX?

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I understand DP 3d depth replacing in opengl but haven''t really found its equivalent yet in the directx environment. Currently my projects makes nice dot product 2d spheres with vetrex and pixel shading but there are depth issues since they are supposed to emulate 3d spheres. Nvidia has given opengl demos for doing the depth replace, but I haven''t figured exactly how this could happen Any help would be appriciated.

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