diff --git a/components/renderers/cpp/src/reprojection.cu b/components/renderers/cpp/src/reprojection.cu
index a4b27d4758ba4fe90a5a9f54ac28ad2a43e410c9..9c414f8927572f93795ea4bfb2e17c491f2deb44 100644
--- a/components/renderers/cpp/src/reprojection.cu
+++ b/components/renderers/cpp/src/reprojection.cu
@@ -97,7 +97,8 @@ __global__ void reprojection_kernel(
 	const auto input = in.tex2D(screenPos.x, screenPos.y); //generateInput(in.tex2D((int)screenPos.x, (int)screenPos.y), params, worldPos);
 
 	// TODO: Z checks need to interpolate between neighbors if large triangles are used
-	float weight = ftl::cuda::weighting(fabs(camPos.z - d2), params.depthThreshold);
+	//float weight = ftl::cuda::weighting(fabs(camPos.z - d2), params.depthThreshold);
+	float weight = (fabs(camPos.z - d2) <= params.depthThreshold) ? 1.0f : 0.0f;
 
 	/* Buehler C. et al. 2001. Unstructured Lumigraph Rendering. */
 	/* Orts-Escolano S. et al. 2016. Holoportation: Virtual 3D teleportation in real-time. */