# Built-in shader from Unity 5.0.0b19: # Hidden/Camera-DepthNormalTexture # internal variant: # This shader GLSL dump is put under MIT license [require] GLSL >= 1.10 [vertex shader] uniform vec4 _ProjectionParams; varying vec4 xlv_TEXCOORD0; void main () { vec4 tmpvar_1; mat3 tmpvar_2; tmpvar_2[0] = gl_ModelViewMatrixInverseTranspose[0].xyz; tmpvar_2[1] = gl_ModelViewMatrixInverseTranspose[1].xyz; tmpvar_2[2] = gl_ModelViewMatrixInverseTranspose[2].xyz; tmpvar_1.xyz = normalize((tmpvar_2 * gl_Normal)); tmpvar_1.w = -(((gl_ModelViewMatrix * gl_Vertex).z * _ProjectionParams.w)); gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); xlv_TEXCOORD0 = tmpvar_1; } [fragment shader] varying vec4 xlv_TEXCOORD0; void main () { vec4 enc_1; enc_1.xy = ((( (xlv_TEXCOORD0.xy / (xlv_TEXCOORD0.z + 1.0)) / 1.7777) * 0.5) + 0.5); vec2 enc_2; vec2 tmpvar_3; tmpvar_3 = fract((vec2(1.0, 255.0) * xlv_TEXCOORD0.w)); enc_2.y = tmpvar_3.y; enc_2.x = (tmpvar_3.x - (tmpvar_3.y * 0.00392157)); enc_1.zw = enc_2; gl_FragData[0] = enc_1; }