//
// Show Depth buffer contents (v089, FBO samples=0)
// RvG, 20-1-10
//

struct VertOut
{
  float2 tc0 : TEXCOORD0;
};

struct FragOut
{
  float4 col : COLOR;
};

FragOut main(
  VertOut vin,
  uniform sampler2D sceneMap    : TEXUNIT0,
  //uniform sampler2D velocityMap : TEXUNIT1,
  uniform sampler2D bloomMap1    : TEXUNIT2,
  uniform sampler2D bloomMap2    : TEXUNIT3,
  uniform sampler2D bloomMap3    : TEXUNIT4,
  // Distorter, masker maps if used...
  uniform sampler2D depthMap     : TEXUNIT5
)
{
  FragOut fout;

  // Scene texel  
  float4 color=tex2D(depthMap,vin.tc0); 
  
  fout.col=color;

  return fout;
} 
