uniform vec4 _ZBufferParams; uniform sampler2D _MainTex; uniform sampler2D _CameraDepthTexture; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec4 col_2; col_2.zw = texture2D (_MainTex, tmpvar_1).zw; col_2.xy = vec2(((1.0/(((_ZBufferParams.z * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.w))) * 0.01)); gl_FragData[0] = col_2; }