I'm pretty certain that this is not possible, but doesn't hurt to ask. Is there 
a way to enable multisample render target and depth buffer readback. It's new 
in DX10 and I don't see anything in the interfaces that suggests that source is 
aware of it. Otherwise anti-aliasing wont be available in a deferred shading 
implementation. I suspect it needs SM4.0 as well, but I haven't looked at the 
implementation details for the read back stuff. Will changing some perl scripts 
be enough to compile SM4.0 or is shadercompile.exe (or whatever it's called) 
internally incapable of compiling SM4.0? Thanks!
                                          
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