   Packing Value into RGB Output
  I want to try to improve the precision of my shadow maps by packing the depth into the RGB components, but how do I do this inside a shader?  Can it be done using just floating point values?  (for compatibility, I don't want to use ints or anything, just floats and the existing functions (PS2X max)).Thanks   
  Aha, I discovered a method that works.  Here's the code, in case anyone is interested.  Basically, I chop up the fractional part of the value and put it into the seperate components.float4 PACK(float fValue, float fRange){float fR = floor(fValue);float fG = floor((fValue - fR) * fRange);float fB = floor((fValue - fR - fG) * fRange * fRange);return (float4(fR, fG, fB, 0.0f) / fRange);}float UNPACK(float4 kColor, float fRange){kColor = (kColor * fRange);float fR =  kColor.r;float fG = (kColor.g / fRange);float fB = (kColor.b / (fRange * fRange));return (fR + fG + fB);}   