uniform vec4 _ZBufferParams;
uniform sampler2D _CameraNormalsTexture;
uniform sampler2D _CameraDepthTexture;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xy;
  vec4 n;
  vec4 tmpvar_2;
  tmpvar_2 = texture2D (_CameraNormalsTexture, tmpvar_1);
  n = tmpvar_2;
  float tmpvar_3;
  tmpvar_3 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.y)));
  n.xyz = ((tmpvar_2.xyz * 2.0) - 1.0);
  n.z = -(n.z);
  vec4 tmpvar_4;
  if ((tmpvar_3 < 0.999985)) {
    vec4 enc;
    enc.xy = ((((n.xy / (n.z + 1.0)) / 1.7777) * 0.5) + 0.5);
    vec2 enc_i0_i1;
    vec2 tmpvar_5;
    tmpvar_5 = fract ((vec2(1.0, 255.0) * tmpvar_3));
    enc_i0_i1 = tmpvar_5;
    enc_i0_i1.x = (tmpvar_5.x - (tmpvar_5.y * 0.00392157));
    enc.zw = enc_i0_i1;
    tmpvar_4 = enc;
  } else {
    tmpvar_4 = vec4(0.5, 0.5, 1.0, 1.0);
  };
  gl_FragData[0] = tmpvar_4;
}

