void DepthOutline(inout float z){
	float ph = 1.0 / viewHeight;
	float pw = ph / aspectRatio;
	for(int i = 0; i < 12; i++){
		vec2 offset = vec2(pw, ph) * outlineOffsets[i];
		z = min(z, texture2D(depthtex1, texCoord + offset).r);
	}
}