Ha ok it's like a simple texture. ^^
Now I've still to know how will I do that because I've to keep all the z positions of the pixels of the rendered texture, it seems to be too complicate to do..., I think I'll try to understand how the alpha's blending work, there is certainly an easier way to do that if I want to compare the alpha and the z of the current texture's pixel with the pixel which is already drawn on the screen.