2012-04-03 23:30:07 -04:00
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uniform sampler2D _CameraDepthTexture;
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2014-02-11 02:06:13 -05:00
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uniform vec4 _ZBufferParams;
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2012-04-03 23:30:07 -04:00
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void main ()
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{
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2014-02-11 02:06:13 -05:00
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gl_FragData[0] = vec4((1.0 - (1.0/((
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(_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x)
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+ _ZBufferParams.y)))));
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2012-04-03 23:30:07 -04:00
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 4 alu 1 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [1] loc 4
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// uniforms: 1 (total size: 0)
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// #0: _ZBufferParams (high float) 4x1 [-1]
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// textures: 1
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// #0: _CameraDepthTexture (high 2d) 0x0 [-1]
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