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[TF2] Pyrovision and the Depth Buffer #5

Description

@Alex-gnzl

Preface: This only works with maps listed in cfg/mtp.cfg

When wearing a Pyrovision-enabling cosmetic on a supported map, the depth buffer breaks in a curious way:
(example depth shader)
image
It'd be nice if there was a comment in common.hlsl or readme about this as a warning.

Moreover, if you additionally have pyro_dof set to 1, which enables the subtle blur in Pyrovision, a render target texture called _rt_ResolvedFullFrameDepth becomes available, which contains a proper depth buffer in the red channel:
image

Garry's Mod also seems to support this depth buffer: https://wiki.facepunch.com/gmod/render.GetResolvedFullFrameDepth

This could be useful for custom maps, were there to be any way to allow pyrovision -- or, preferably, at least the depth pass itself -- on them, but unfortunately there isn't.

Source: CBaseWorldView::SSAO_DepthPass and CBaseWorldView::DrawSetup in tf2's viewrender.cpp

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