Really? I have everything works fine! Maybe problem in erroneous bat-files? The 
solution, which helped me:

1) Copy from your ...\sourcesdk\bin\orangebox\bin\ directory into 
...\src\materialsystem\stdshaders\ next files - shadercompile.exe and 
shadercompile_dll.dll

2) Change buildshaders.bat : following lines

echo %SDKBINDIR%\shadercompile.exe >> filestocopy.txt
echo %SDKBINDIR%\shadercompile_dll.dll >> filestocopy.txt
echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt
echo %SDKBINDIR%\tier0.dll >> filestocopy.txt

modify to

echo shadercompile.exe >> filestocopy.txt
echo shadercompile_dll.dll >> filestocopy.txt
rem echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt
rem echo %SDKBINDIR%\tier0.dll >> filestocopy.txt

> Sorry I don't have anything to contribute, but how were you able to 
> get the shader SDK working? Using the beta SDK and DXSDK Nov2008, 
> the .fxc files do not seem to build successfully.
> 
> 
> 
> 
> 
> On May 23, 2009, at 9:29 PM, "walter" <[email protected]> wrote:
> 
> > I tried to make CShadowDepthView draw into a custom render target 
> > which
> > would then be passed to shader, but I cant find the right way how to 
> > do
> > it. Being inexperienced in programming, I really could use some 
> > advice.
> > > 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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