ps.2.0

// This shader uses the data in the alpha channel of the texture
// as z value for the z-buffer

// Constants (supplied with SetPixelConstantF)
// ------------------------------------------
// c0		x=depth center, y=depth factor

dcl t0

texld r0, t0, s0
mov oC0, r0
//mov oC0.a
//mul r1, r0.a, c0
//mov oDepth, r1


// z = c0.x + r0.a*c0.y - 0.5*c0.y