#include "common.h" Texture2D rt_tempzb; float4 m_hud_params; struct PSOutput { float4 mask : SV_Target3; float depth : SV_Depth; }; PSOutput main(float4 hpos : SV_Position) { PSOutput output; output.depth = rt_tempzb[hpos.xy].x; output.mask = float4(1.0, 0.0, 0.0, 1.0); return output; }