uniform sampler2D _CameraDepthNormalsTexture;
uniform sampler2D _MainTex;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xy;
  vec4 col_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_CameraDepthNormalsTexture, tmpvar_1);
  vec3 n_4;
  float g_5;
  vec3 nn_6;
  nn_6 = ((tmpvar_3.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0));
  g_5 = (2.0 / dot (nn_6, nn_6));
  n_4.xy = (g_5 * nn_6.xy);
  n_4.z = (g_5 - 1.0);
  col_2.x = dot (tmpvar_3.zw, vec2(1.0, 0.00392157));
  col_2.y = ((n_4.x * 0.5) + 0.5);
  col_2.z = ((n_4.y * 0.5) + 0.5);
  col_2.w = texture2D (_MainTex, tmpvar_1).w;
  gl_FragData[0] = col_2;
}


// stats: 11 alu 2 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [1] loc 4
// textures: 2
//  #0: _CameraDepthNormalsTexture (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
