only way - additional render pass with depth write only. Simplest way (IMHO) to 
use CClientShadowMgr. It uses CShadowDepthView::Draw() for writing full range 
depth. I think it should look like "always turned on flashlight" with FOV`s 
(horizontal and vertical) and resolution equal to viewport FOV and resolution 
accordingly. Something like that...

Pardon for poorly english ))

> Is there any other way how to get depth (distance) into shader?
> 
> It is for Orange Box-based mod.
> 
> > 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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