SamplerState g_samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; uniform Texture2D mrt1; uniform Texture2D tex; float4 ShowDepth_fp ( float4 position : SV_POSITION, in float2 iTexCoord: TEXCOORD0 ) : SV_Target { float depth = mrt1.Sample(g_samLinear, iTexCoord).w; float4 oColor0 = float4(tex.Sample(g_samLinear, float2(depth*20, 0)).rgb, 1.0); return oColor0; }