franck22000
Hello i currently have an issue.
I am trying to access to the depth buffer in a post-process shader (DirectX11 mode). like so:
But as you can see on my video there is a “bleeding” issue. My 3D scene is composed of a terrain with billboards on it and my camera is above the terrain in the video.
[video]https://www.youtube.com/watch?v=XLj1kDrTIcM[/video]
Here is the code i am using to display the depth buffer in the video.
float depth = Sample2D(DepthBuffer, iScreenPos).x;
oColor = float4(depth, depth, depth, 1.0);
Thank you for your help !