uniform sampler2D _CameraDepthTexture; uniform vec4 _ZBufferParams; void main () { gl_FragData[0] = vec4((1.0 - (1.0/(( (_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x) + _ZBufferParams.y))))); } // inputs: 1, stats: 4 alu 1 tex 0 flow