uniform sampler2D _CameraDepthTexture; uniform sampler2D _MainTex; uniform vec4 _ZBufferParams; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec4 col_2; col_2.zw = texture2D (_MainTex, tmpvar_1).zw; col_2.xy = vec2(((1.0/(( (_ZBufferParams.z * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.w))) * 0.01)); gl_FragData[0] = col_2; } // stats: 4 alu 2 tex 0 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: _MainTex (high 2d) 0x0 [-1]