Just a quick one (hopefully). I'm trying to use hardward PCF that's apparently built in later than dx9 so I'm updating some old shaders.
I was using:
distanceStoredInDepthMap = tex2D(ShadowMapSamplerHQ, lightSamplePos);
shadowCondition = distanceStoredInDepthMap <= (realDistanceToLight);
float lit = float(ShadowMapHQ.SampleCmpLevelZero(cmpSampler, lightSamplePos, realDistanceToLight));
distanceStoredInDepthMap = tex2D(ShadowMapSamplerHQ, lightSamplePos);
shadowCondition = distanceStoredInDepthMap <= (realDistanceToLight);
I'm trying update it to use the comparison method on the Texture2D object;
float lit = float(ShadowMapHQ.SampleCmpLevelZero(cmpSampler, lightSamplePos, realDistanceToLight));
But it's just returning 0. I've just left SamplerComparisonState as defaults.
Sorry if this is a dumb question.