struct fragment { float4 pos: WPOS; // world position float4 color0 : COLOR0; float4 texCoord: TEXCOORD0; float4 lindepth: TEXCOORD1; }; struct pixel { float4 color0: COLOR0; float4 color1: COLOR1; }; pixel main(fragment IN, uniform sampler2D tex, uniform float maxDepth) //pixel main(fragment IN, uniform sampler2D tex) { pixel pix; pix.color0 = IN.color0 * tex2D(tex, IN.texCoord.xy); pix.color1 = IN.lindepth.z * maxDepth;// * IN.pos.z / IN.pos.w; // pix.color1.w = 1; return pix; }