uniform sampler2D _CameraDepthTexture;
uniform vec4 _ZBufferParams;
void main ()
{
  gl_FragData[0] = vec4((1.0 - (1.0/((
    (_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x)
   + _ZBufferParams.y)))));
}


// stats: 4 alu 1 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: 1
//  #0: _CameraDepthTexture (high 2d) 0x0 [-1]