uniform sampler2D _CameraDepthTexture;
uniform sampler2D _MainTex;
uniform vec4 _ZBufferParams;
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;
}


// stats: 4 alu 2 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
//  #0: _ZBufferParams (high float) 4x1 [-1]
// textures: 2
//  #0: _CameraDepthTexture (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
