uniform sampler2D _CameraDepthNormalsTexture; uniform sampler2D _MainTex; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec4 col_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_CameraDepthNormalsTexture, tmpvar_1); vec3 n_4; float g_5; vec3 nn_6; nn_6 = ((tmpvar_3.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0)); g_5 = (2.0 / dot (nn_6, nn_6)); n_4.xy = (g_5 * nn_6.xy); n_4.z = (g_5 - 1.0); col_2.x = dot (tmpvar_3.zw, vec2(1.0, 0.00392157)); col_2.y = ((n_4.x * 0.5) + 0.5); col_2.z = ((n_4.y * 0.5) + 0.5); col_2.w = texture2D (_MainTex, tmpvar_1).w; gl_FragData[0] = col_2; } // stats: 11 alu 2 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // textures: 2 // #0: _CameraDepthNormalsTexture (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]