float4x4 ViewProjection; struct VertexShaderInput { float4 Position : POSITION; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 ProjectedPosition : TEXCOORD0; }; VertexShaderOutput instanced_vs(VertexShaderInput input, float3 Translation : TEXCOORD2) { VertexShaderOutput output; float4x4 world = float4x4( float4(1, 0, 0, 0), float4(0, 1, 0, 0), float4(0, 0, 1, 0), float4(Translation.x, Translation.y, Translation.z, 1) ); float4x4 worldViewProjection = mul(world, ViewProjection); output.Position = mul(input.Position, worldViewProjection); output.ProjectedPosition = output.Position; return output; } float4 main_ps(VertexShaderOutput input) : COLOR0 { return float4(input.ProjectedPosition.z / input.ProjectedPosition.w, 0.0, 0.0, 0.0); } Technique SimpleDepth { Pass { VertexShader = compile vs_3_0 instanced_vs(); PixelShader = compile ps_3_0 main_ps(); } }