I just did some tests and it seems you can kind of simulate the Squeeze node using a combination of Multiply and a Color Ramp on the Camera Data node's View Distance or View Z Depth properties to control the shader mix factor. It takes a bit of fiddling to get right but it definitely works. I have never used the Squeeze node, so I cannot compare ease of use but I assume it would be a little easier.
In my example I scaled the default cube along the Y-axis so it was 50 BUs long and then positioned the camera at one end, pointing at the other. I then had to multiply the output by 0.02 (so that 50 would become 1) before passing it into a color ramp which I then adjusted to line up with the location of my cube, i.e. in order to have the nearest point of the cube be 100% material 1 I need to move the black slider to the position value that corresponds to the distance between the camera and that nearest point (multiplied by 0.02), then do the same for the farthest point and the white slider.