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By adjusting the z-value, reversing it would reverse the color relationship. And you will now see a simple implementation of an effect known as Ambient Occlusion.
The image was produced by rendering only the z-value into the depthmap texure. The z-value translated in the 0-255 range to represent color values 0x0F to 0xFF.
Video: Realistic Shallow Depth of Field Effect Using Depth Maps
(Spoon Graphics Tutorial)
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Second attempt, I added a cube in the middle and set the RTT to it taken from the first pass. The cube should display the depthmap but I decided to play around more and made it return the color instead. Notice the cube is only showing the rendered walls, it seems that there is a bug in the first pass, tho.