vec4 xll_tex2Dlod(sampler2D s, vec4 coord) {
   return texture2DLod( s, coord.xy, coord.w);
}
struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 pos;
    vec2 uv;
};
struct appdata_base {
    vec4 vertex;
    vec3 normal;
    vec4 texcoord;
};
uniform sampler2D _CameraDepthTexture;

v2f vert( in appdata_base v );
v2f vert( in appdata_base v ) {
    float tex;
    v2f o;
    tex = xll_tex2Dlod( _CameraDepthTexture, vec4( v.texcoord.xy , 0.000000, 0.000000)).x ;
    v.vertex.y  += ((1.00000 - float( tex)) * 3.00000);
    o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
    o.uv = v.texcoord.xy ;
    return o;
}
void main() {
    v2f xl_retval;
    appdata_base xlt_v;
    xlt_v.vertex = vec4( gl_Vertex);
    xlt_v.normal = vec3( gl_Normal);
    xlt_v.texcoord = vec4( gl_MultiTexCoord0);
    xl_retval = vert( xlt_v);
    gl_Position = vec4( xl_retval.pos);
    gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
}
