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;
}