struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct v2f { vec4 pos; vec2 uv; }; struct appdata_base { vec4 vertex; vec3 normal; vec4 texcoord; }; uniform sampler2D _CameraDepthTexture; uniform vec4 _ZBufferParams; float Linear01Depth( in float z ); vec4 frag( in v2f i ); float Linear01Depth( in float z ) { return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y )); } vec4 frag( in v2f i ) { return vec4( (1.00000 - Linear01Depth( texture2D( _CameraDepthTexture, i.uv).x ))); } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2( gl_TexCoord[0]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }