#version 300 es
uniform highp sampler2D _CameraDepthTexture;
in highp vec2 varUV;
out mediump vec4 _fragData;
void main ()
{
  highp vec4 tmpvar_1;
  tmpvar_1 = textureLod (_CameraDepthTexture, varUV, 0.0).xxxx;
  _fragData = tmpvar_1;
}


// stats: 0 alu 1 tex 0 flow
// inputs: 1
//  #0: varUV (high float) 2x1 [-1]
// textures: 1
//  #0: _CameraDepthTexture (high 2d) 0x0 [-1]
