diff --git a/components/operators/src/fusion/mvmls.cpp b/components/operators/src/fusion/mvmls.cpp
index 55b992957805ec2cb6fe9d00baad4b7f5193202f..41e0a2eef1f7b2c44e9b3557c445946abe53de3d 100644
--- a/components/operators/src/fusion/mvmls.cpp
+++ b/components/operators/src/fusion/mvmls.cpp
@@ -526,6 +526,7 @@ bool MultiViewMLS::apply(ftl::rgbd::FrameSet &in, ftl::rgbd::FrameSet &out, cuda
 					f.getTexture<half4>(Channel::Normals),
 					*centroid_vert_[i],
 					f.createTexture<float>(Channel::Depth2, ftl::rgbd::Format<float>(size)),
+					f.getTexture<float>(Channel::Depth),
 					f.getLeftCamera(),
 					stream
 				);
diff --git a/components/operators/src/mls.cu b/components/operators/src/mls.cu
index afe15d5592bc396da1abc5703c9f8c0a96b00d49..ee3ce41255e1f24d3f6066e648f26e7caa501f0e 100644
--- a/components/operators/src/mls.cu
+++ b/components/operators/src/mls.cu
@@ -559,6 +559,7 @@ __global__ void mls_adjust_depth_kernel(
 		TextureObject<half4> normals_in,
 		TextureObject<float4> centroid_in,        // Virtual depth map
 		TextureObject<float> depth_out,
+		TextureObject<float> depth_in,
 		ftl::rgbd::Camera camera) {
 	
 	const int x = blockIdx.x*blockDim.x + threadIdx.x;
@@ -568,8 +569,8 @@ __global__ void mls_adjust_depth_kernel(
 		const float3 aX = make_float3(centroid_in(x,y));
 		const float3 nX = make_float3(normals_in(x,y));
 
-		//float d0 = depth_in.tex2D(x, y);
-		depth_out(x,y) = aX.z;
+		float d0 = depth_in.tex2D(x, y);
+		depth_out(x,y) = d0;
 
 		if (aX.z > camera.minDepth && aX.z < camera.maxDepth) {
 			float3 X = camera.screenToCam((int)(x),(int)(y),aX.z);
@@ -663,6 +664,7 @@ void ftl::cuda::mls_adjust_depth(
 		ftl::cuda::TextureObject<half4> &normals_in,
 		ftl::cuda::TextureObject<float4> &centroid_in,
 		ftl::cuda::TextureObject<float> &depth_out,
+		ftl::cuda::TextureObject<float> &depth_in,
 		const ftl::rgbd::Camera &camera,
 		cudaStream_t stream) {
 
@@ -672,7 +674,7 @@ void ftl::cuda::mls_adjust_depth(
 	const dim3 gridSize((depth_out.width() + THREADS_X - 1)/THREADS_X, (depth_out.height() + THREADS_Y - 1)/THREADS_Y);
 	const dim3 blockSize(THREADS_X, THREADS_Y);
 
-	mls_adjust_depth_kernel<<<gridSize, blockSize, 0, stream>>>(normals_in, centroid_in, depth_out, camera);
+	mls_adjust_depth_kernel<<<gridSize, blockSize, 0, stream>>>(normals_in, centroid_in, depth_out, depth_in, camera);
 	cudaSafeCall( cudaGetLastError() );
 
 
diff --git a/components/operators/src/smoothing.cpp b/components/operators/src/smoothing.cpp
index 49ca3f4b9e76b8f7bebbd28b6b4dfa8fa1b64bb6..7391626224673e90e481750905f13191acd4755c 100644
--- a/components/operators/src/smoothing.cpp
+++ b/components/operators/src/smoothing.cpp
@@ -307,6 +307,7 @@ bool AggreMLS::apply(ftl::rgbd::Frame &in, ftl::rgbd::Frame &out, cudaStream_t s
 				in.createTexture<half4>(Channel::Normals),
 				centroid_vert_,
 				temp_.createTexture<float>(Channel::Depth, ftl::rgbd::Format<float>(size)),
+				in.getTexture<float>(Channel::Depth),
 				in.getLeftCamera(),
 				stream
 			);
diff --git a/components/operators/src/smoothing_cuda.hpp b/components/operators/src/smoothing_cuda.hpp
index 06c6d713f81ab41e14695bcad21943be7d71e3d4..5454d91e2aea43c49ae806524a98bc0cc85ef086 100644
--- a/components/operators/src/smoothing_cuda.hpp
+++ b/components/operators/src/smoothing_cuda.hpp
@@ -46,6 +46,7 @@ void mls_adjust_depth(
 		ftl::cuda::TextureObject<half4> &normals_in,
 		ftl::cuda::TextureObject<float4> &centroid_in,
 		ftl::cuda::TextureObject<float> &depth_out,
+		ftl::cuda::TextureObject<float> &depth_in,
 		const ftl::rgbd::Camera &camera,
 		cudaStream_t stream);