	float4 reflection = texCUBE(texreflect,refswizzle(reflected));

	float ndotv = saturate(dot(normal,toCam));
	float refstrength = refscale*pow(max(0.001,(1-ndotv) + refbias),refpower);

	OUT.color1.xyz = saturate(normal*0.5 + 0.5);




	float3 offsets[9] = {
		
		float3( 1,-1,	-1),
		float3( 0,-1,	-1),
		float3(-1,-1,	-1),
		
		float3( 1, 0,	-1),
		float3( 0, 0,	 8),
		float3(-1, 0,	-1),
		
		float3(-1, 1,	-1),
		float3( 0, 1,	-1),
		float3( 1, 1,	-1),
		
		
	};
	
	// edge filter over normal and depth
	// to accentuate silhouette & feature lines
	
	for (int i = 0; i < 9; i++){
		normal += normalRECT(texnormal,IN.texrect + offsets[i].xy) * offsets[i].z;
		depth  += depthRECT(texdepth,IN.texrect + offsets[i].xy) * offsets[i].z;
	}
