uniform sampler2D _CameraDepthTexture; uniform vec4 _ZBufferParams; void main () { gl_FragData[0] = vec4((1.0 - (1.0/(( (_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x) + _ZBufferParams.y))))); } // stats: 4 alu 1 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: 1 // #0: _CameraDepthTexture (high 2d) 0x0 [-1]