uniform sampler2D _CameraDepthTexture;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xzw = gl_Vertex.xzw;
  tmpvar_1.y = (gl_Vertex.y + ((1.0 - texture2DLod (_CameraDepthTexture, gl_MultiTexCoord0.xy, 0.0).x) * 3.0));
  gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_1);
  vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.xy = gl_MultiTexCoord0.xy;
  gl_TexCoord[0] = tmpvar_2;
}

