On PC platform _rt_FullFrameDepth is a compressed depth buffer. This means that 
presented not full depth range, but only part, not to exceed 
OO_DESTALPHA_DEPTH_RANGE (as defined in the file common_ps_fxc.h). That is why 
we have fake soft particles. Sadly :(

> Is this for ep1?
> 
> On Fri, May 22, 2009 at 12:52 PM, walter <[email protected]> wrote:
> 
> > I wrote a custom shader which accesses depth buffer through
> > "_rt_FullFrameDepth" render target. It works, but alpha channel becomes
> > maxed out to white just few meters from camera, preventing intended
> > function. Any idea what could I be doing wrong?
> > Jan "Walter" Sluka
> > 
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