uniform sampler2D _MainTex; uniform sampler2D _CameraDepthNormalsTexture; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec4 col_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_CameraDepthNormalsTexture, tmpvar_1); vec3 n_4; vec3 tmpvar_5; tmpvar_5 = ((tmpvar_3.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0)); float tmpvar_6; tmpvar_6 = (2.0 / dot (tmpvar_5, tmpvar_5)); n_4.xy = (tmpvar_6 * tmpvar_5.xy); n_4.z = (tmpvar_6 - 1.0); col_2.x = dot (tmpvar_3.zw, vec2(1.0, 0.00392157)); col_2.y = ((n_4.x * 0.5) + 0.5); col_2.z = ((n_4.y * 0.5) + 0.5); col_2.w = texture2D (_MainTex, tmpvar_1).w; gl_FragData[0] = col_2; }