uniform sampler2D _CameraDepthTexture; void main () { vec4 tmpvar_1; tmpvar_1 = gl_Vertex; vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = gl_MultiTexCoord0.xy; tmpvar_1.y = (gl_Vertex.y + ((1.0 - texture2DLod (_CameraDepthTexture, tmpvar_2.xy, 0.0).x) * 3.0)); gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_1); vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.xy = gl_MultiTexCoord0.xy; gl_TexCoord[0] = tmpvar_3; }