struct v2f_img {
  vec4 pos;
  vec2 uv;
};
uniform vec4 _ZBufferParams;
uniform sampler2D _MainTex;
uniform sampler2D _CameraDepthTexture;
float LinearEyeDepth (
  in float z_1
)
{
  return (1.0 / ((_ZBufferParams.z * z_1) + _ZBufferParams.w));
}

vec4 frag (
  in v2f_img i_2
)
{
  vec4 col_3;
  float z_4;
  vec4 depth_5;
  vec4 tex_6;
  vec4 tmpvar_7;
  tmpvar_7 = texture2D (_MainTex, i_2.uv);
  vec4 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  tex_6 = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_CameraDepthTexture, i_2.uv);
  vec4 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  depth_5 = tmpvar_10;
  float tmpvar_11;
  tmpvar_11 = LinearEyeDepth (depth_5.x);
  float tmpvar_12;
  tmpvar_12 = (tmpvar_11 * 0.01);
  z_4 = tmpvar_12;
  vec4 tmpvar_13;
  tmpvar_13 = tex_6;
  col_3 = tmpvar_13;
  vec2 tmpvar_14;
  tmpvar_14 = vec2(z_4);
  vec2 tmpvar_15;
  tmpvar_15 = tmpvar_14;
  col_3.xy = tmpvar_15.xy.xy;
  return col_3;
}

void main ()
{
  v2f_img xlt_i_16;
  vec4 xl_retval_17;
  vec4 tmpvar_18;
  tmpvar_18 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_i_16.pos = tmpvar_18;
  vec2 tmpvar_19;
  tmpvar_19 = gl_TexCoord[0].xy;
  vec2 tmpvar_20;
  tmpvar_20 = tmpvar_19;
  xlt_i_16.uv = tmpvar_20;
  vec4 tmpvar_21;
  tmpvar_21 = frag (xlt_i_16);
  vec4 tmpvar_22;
  tmpvar_22 = tmpvar_21;
  xl_retval_17 = tmpvar_22;
  vec4 tmpvar_23;
  tmpvar_23 = xl_retval_17.xyzw;
  vec4 tmpvar_24;
  tmpvar_24 = tmpvar_23;
  gl_FragData[0] = tmpvar_24;
}

