ShadowVertexToPixel ShadowVS( float4 inPos : POSITION) { ShadowVertexToPixel Output = (ShadowVertexToPixel)0; float4x4 preWorldViewProjection = mul(xWorld, xSunViewProjection[xShadowMapIndex]); Output.Position =mul(inPos, preWorldViewProjection); Output.Depth.rba = 1; Output.Depth.g = Output.Position.z; return Output; } float4 ShadowPS(ShadowVertexToPixel PSIn): COLOR0 { half4 White = {PSIn.Depth.g,PSIn.Depth.g, PSIn.Depth.g ,1}; return White; }