struct VS_OUTPUT { float4 Position : POSITION; // vertex position float4 Depth : TEXCOORD0; // vertex depth }; struct PS_OUTPUT { float4 Color : COLOR0; }; PS_OUTPUT PShaderEntry( VS_OUTPUT Input ) { PS_OUTPUT Output; Output.Color = float4(Input.Depth.x, Input.Depth.x * Input.Depth.x, 0.0, 0.0); return Output; }