#version 300 es uniform highp sampler2D _CameraDepthTexture; in highp vec2 varUV; out mediump vec4 _fragData; void main () { highp vec4 tmpvar_1; tmpvar_1 = textureLod (_CameraDepthTexture, varUV, 0.0).xxxx; _fragData = tmpvar_1; } // stats: 0 alu 1 tex 0 flow // inputs: 1 // #0: varUV (high float) 2x1 [-1] // textures: 1 // #0: _CameraDepthTexture (high 2d) 0x0 [-1]