uniform sampler2D _MainTex;
uniform sampler2D _CameraDepthNormalsTexture;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xy;
  vec4 col;
  vec4 tmpvar_2;
  tmpvar_2 = texture2D (_CameraDepthNormalsTexture, tmpvar_1);
  vec3 n_i0;
  vec3 tmpvar_3;
  tmpvar_3 = ((tmpvar_2.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0));
  float tmpvar_4;
  tmpvar_4 = (2.0 / dot (tmpvar_3, tmpvar_3));
  n_i0.xy = (tmpvar_4 * tmpvar_3.xy);
  n_i0.z = (tmpvar_4 - 1.0);
  col.x = dot (tmpvar_2.zw, vec2(1.0, 0.00392157));
  col.y = ((n_i0.x * 0.5) + 0.5);
  col.z = ((n_i0.y * 0.5) + 0.5);
  col.w = texture2D (_MainTex, tmpvar_1).w;
  gl_FragData[0] = col;
}

