Shader "Hidden/LIV_DoubleClipPlaneSimple" {
	Properties {
	}
	SubShader {
		Tags { "FORCENOSHADOWCASTING" = "true" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Background" }
		Pass {
			Name "CLIP_PLANE_SIMPLE"
			Tags { "FORCENOSHADOWCASTING" = "true" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Background" }
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 61220
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						mat4x4 _LivClipPlaneTransform;
						mat4x4 _LivGroundClipPlaneTransform;
					};
					UNITY_BINDING(1) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * _LivGroundClipPlaneTransform[1];
					    u_xlat0 = _LivGroundClipPlaneTransform[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = _LivGroundClipPlaneTransform[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = _LivGroundClipPlaneTransform[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat0 * in_TEXCOORD1.yyyy;
					    u_xlat1 = in_POSITION0.yyyy * _LivClipPlaneTransform[1];
					    u_xlat1 = _LivClipPlaneTransform[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = _LivClipPlaneTransform[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = _LivClipPlaneTransform[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat0 = u_xlat1 * in_TEXCOORD1.xxxx + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[2];
						mat4x4 _LivClipPlaneTransform;
						mat4x4 _LivGroundClipPlaneTransform;
					};
					UNITY_BINDING(1) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					UNITY_BINDING(2) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec2 in_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * _LivGroundClipPlaneTransform[1];
					    u_xlat0 = _LivGroundClipPlaneTransform[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = _LivGroundClipPlaneTransform[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = _LivGroundClipPlaneTransform[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat0 * in_TEXCOORD1.yyyy;
					    u_xlat1 = in_POSITION0.yyyy * _LivClipPlaneTransform[1];
					    u_xlat1 = _LivClipPlaneTransform[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = _LivClipPlaneTransform[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = _LivClipPlaneTransform[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat0 = u_xlat1 * in_TEXCOORD1.xxxx + u_xlat0;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
		}
	}
}