struct v2f { vec4 pos; vec2 uv; }; uniform vec4 _ZBufferParams; uniform sampler2D _CameraDepthTexture; float Linear01Depth ( in float z_1 ) { return (1.0 / ((_ZBufferParams.x * z_1) + _ZBufferParams.y)); } vec4 frag ( in v2f i_2 ) { vec4 tmpvar_3; tmpvar_3 = texture2D (_CameraDepthTexture, i_2.uv); float tmpvar_4; tmpvar_4 = Linear01Depth (tmpvar_3.x); vec4 tmpvar_5; tmpvar_5 = vec4((1.0 - tmpvar_4)); return tmpvar_5; } void main () { v2f xlt_i_6; vec4 xl_retval_7; vec4 tmpvar_8; tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i_6.pos = tmpvar_8; vec2 tmpvar_9; tmpvar_9 = gl_TexCoord[0].xy; vec2 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_i_6.uv = tmpvar_10; vec4 tmpvar_11; tmpvar_11 = frag (xlt_i_6); vec4 tmpvar_12; tmpvar_12 = tmpvar_11; xl_retval_7 = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = xl_retval_7.xyzw; vec4 tmpvar_14; tmpvar_14 = tmpvar_13; gl_FragData[0] = tmpvar_14; }