no, look at the shader workshop. if you want to use a 32-bit floating point texture (such as in this case), store the depth in the red channel. the others are redundant in this case, i'm pretty sure. you have to output a float4 colour (COLOR0 semantic) but in this case only the red matters.
julz
EDIT: not @ BoH_Havoc, who said what i said before but more clearly.
Last edited by JulzMighty; 01/25/08 02:48.