Yeah sorry wrote that with a migraine and tried to do it as fast as possible, it didn't work. I've changed some things around and got closer to what I wanted, getting values in-between 0 and 1, except now the farther objects are 0 and the closer are 1. My understanding is that farther objects return depths closer to 1.
In the vs:
float4 worldPosition = mul(Output.position, World); float4 viewPosition = mul(worldPosition, View); Output.position = mul(viewPosition, Projection);
In the ps:
return input.position.z / input.position.w;
Really simple yet I still can't figure out why.
And just in case the problem lies in the matrices:
View = Matrix.LookAtLH(Position, cameraFinalTarget, up);
Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)Width / (float)Height, 0.01f, 800f);
Thanks for the help and apologies for the vagueness of the original post.