struct v2f {
  vec4 pos;
  vec2 uv;
};
uniform vec4 _ZBufferParams;
uniform sampler2D _CameraDepthTexture;
float Linear01Depth (
  in float z_1
)
{
  return (1.0 / ((_ZBufferParams.x * z_1) + _ZBufferParams.y));
}

vec4 frag (
  in v2f i_2
)
{
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_CameraDepthTexture, i_2.uv);
  float tmpvar_4;
  tmpvar_4 = Linear01Depth (tmpvar_3.x);
  vec4 tmpvar_5;
  tmpvar_5 = vec4((1.0 - tmpvar_4));
  return tmpvar_5;
}

void main ()
{
  v2f xlt_i_6;
  vec4 xl_retval_7;
  vec4 tmpvar_8;
  tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_i_6.pos = tmpvar_8;
  vec2 tmpvar_9;
  tmpvar_9 = gl_TexCoord[0].xy;
  vec2 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  xlt_i_6.uv = tmpvar_10;
  vec4 tmpvar_11;
  tmpvar_11 = frag (xlt_i_6);
  vec4 tmpvar_12;
  tmpvar_12 = tmpvar_11;
  xl_retval_7 = tmpvar_12;
  vec4 tmpvar_13;
  tmpvar_13 = xl_retval_7.xyzw;
  vec4 tmpvar_14;
  tmpvar_14 = tmpvar_13;
  gl_FragData[0] = tmpvar_14;
}

