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;
}


// stats: 5 alu 1 tex 0 flow
// inputs: 2
//  #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
//  #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 1 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// textures: 1
//  #0: _CameraDepthTexture (high 2d) 0x0 [-1]
