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No return value in PS

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My shadow depth passes need to consider transparent objects as well. If the transparent fragments are "too transparent", I clip them away in the pixel shader. I don't really care about the remaining, non-clipped fragments, except for the depth value. So, I wonder if this is a legal PS (seems to compile fine)? float PS(PSInputTexture input) : SV_Depth { const float a = g_dissolve * g_diffuse_texture.Sample(g_sampler, input.tex).a; clip(a - 0.8f); return input.p.z; } In order to achieve this, I wonder what SV_Position.zw represents? SV_Position.xy are screen space coordinates. I presume SV_Position.z (projection Z -> homogeneous divide -> NDC Z -> viewport transform -> "viewport" Z, which will still be equal to NDC Z for a viewport Z range of [0.0f, 1.0f]) should be equal to SV_Depth?

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