uniform vec4 _ZBufferParams;
uniform sampler2D _CameraNormalsTexture;
uniform sampler2D _CameraDepthTexture;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xy;
  vec4 n_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_CameraNormalsTexture, tmpvar_1);
  n_2.w = tmpvar_3.w;
  float tmpvar_4;
  tmpvar_4 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.y)));
  n_2.xyz = ((tmpvar_3.xyz * 2.0) - 1.0);
  n_2.z = -(n_2.z);
  vec4 tmpvar_5;
  if ((tmpvar_4 < 0.999985)) {
    vec4 enc_6;
    enc_6.xy = ((((n_2.xy / (n_2.z + 1.0)) / 1.7777) * 0.5) + 0.5);
    vec2 enc_7;
    vec2 tmpvar_8;
    tmpvar_8 = fract((vec2(1.0, 255.0) * tmpvar_4));
    enc_7.y = tmpvar_8.y;
    enc_7.x = (tmpvar_8.x - (tmpvar_8.y * 0.00392157));
    enc_6.zw = enc_7;
    tmpvar_5 = enc_6;
  } else {
    tmpvar_5 = vec4(0.5, 0.5, 1.0, 1.0);
  };
  gl_FragData[0] = tmpvar_5;
}

