uniform sampler2D _CameraDepthTexture; uniform sampler2D _CameraNormalsTexture; uniform vec4 _ZBufferParams; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec4 n_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_CameraNormalsTexture, tmpvar_1); n_2.w = tmpvar_3.w; float tmpvar_4; tmpvar_4 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.y))); n_2.xyz = ((tmpvar_3.xyz * 2.0) - 1.0); n_2.z = -(n_2.z); vec4 tmpvar_5; if ((tmpvar_4 < 0.999985)) { vec4 enc_6; vec2 enc_7; enc_7 = (n_2.xy / (n_2.z + 1.0)); enc_7 = (enc_7 / 1.7777); enc_7 = ((enc_7 * 0.5) + 0.5); enc_6.xy = enc_7; vec2 enc_8; enc_8 = (vec2(1.0, 255.0) * tmpvar_4); vec2 tmpvar_9; tmpvar_9 = fract(enc_8); enc_8.y = tmpvar_9.y; enc_8.x = (tmpvar_9.x - (tmpvar_9.y * 0.00392157)); enc_6.zw = enc_8; tmpvar_5 = enc_6; } else { tmpvar_5 = vec4(0.5, 0.5, 1.0, 1.0); }; gl_FragData[0] = tmpvar_5; } // stats: 17 alu 2 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // uniforms: 1 (total size: 0) // #0: _ZBufferParams (high float) 4x1 [-1] // textures: 2 // #0: _CameraDepthTexture (high 2d) 0x0 [-1] // #1: _CameraNormalsTexture (high 2d) 0x0 [-1]