struct v2f_img { vec4 pos; vec2 uv; }; uniform sampler2D _CameraDepthTexture; uniform sampler2D _MainTex; uniform vec4 _ZBufferParams; float LinearEyeDepth ( in float z_1 ) { return (1.0 / ((_ZBufferParams.z * z_1) + _ZBufferParams.w)); } vec4 frag ( in v2f_img i_2 ) { vec4 col_3; float z_4; vec4 depth_5; vec4 tex_6; vec4 tmpvar_7; tmpvar_7 = texture2D (_MainTex, i_2.uv); vec4 tmpvar_8; tmpvar_8 = tmpvar_7; tex_6 = tmpvar_8; vec4 tmpvar_9; tmpvar_9 = texture2D (_CameraDepthTexture, i_2.uv); vec4 tmpvar_10; tmpvar_10 = tmpvar_9; depth_5 = tmpvar_10; float tmpvar_11; tmpvar_11 = LinearEyeDepth (depth_5.x); float tmpvar_12; tmpvar_12 = (tmpvar_11 * 0.01); z_4 = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = tex_6; col_3 = tmpvar_13; vec2 tmpvar_14; tmpvar_14 = vec2(z_4); vec2 tmpvar_15; tmpvar_15 = tmpvar_14; col_3.xy = tmpvar_15.xy.xy; return col_3; } void main () { v2f_img xlt_i_16; vec4 xl_retval_17; vec4 tmpvar_18; tmpvar_18 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i_16.pos = tmpvar_18; vec2 tmpvar_19; tmpvar_19 = gl_TexCoord[0].xy; vec2 tmpvar_20; tmpvar_20 = tmpvar_19; xlt_i_16.uv = tmpvar_20; vec4 tmpvar_21; tmpvar_21 = frag (xlt_i_16); vec4 tmpvar_22; tmpvar_22 = tmpvar_21; xl_retval_17 = tmpvar_22; vec4 tmpvar_23; tmpvar_23 = xl_retval_17.xyzw; vec4 tmpvar_24; tmpvar_24 = tmpvar_23; gl_FragData[0] = tmpvar_24; }