uniform vec4 _ZBufferParams;
uniform sampler2D _MainTex;
uniform sampler2D _CameraDepthTexture;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xy;
  vec4 col_2;
  col_2.zw = texture2D (_MainTex, tmpvar_1).zw;
  col_2.xy = vec2(((1.0/(((_ZBufferParams.z * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.w))) * 0.01));
  gl_FragData[0] = col_2;
}

