Shader "Hidden/PostProcessing/Debug/Overlays" {
	Properties {
	}
	SubShader {
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 38455
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[20];
						vec4 unity_OrthoParams;
						vec4 _ZBufferParams;
						vec4 unused_0_3[7];
						vec4 _Params;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = (-unity_OrthoParams.w) + 1.0;
					    u_xlat1 = textureLod(_CameraDepthTexture, vs_TEXCOORD1.xy, 0.0);
					    u_xlat2 = u_xlat1.x * _ZBufferParams.x;
					    u_xlat0 = u_xlat0 * u_xlat2 + _ZBufferParams.y;
					    u_xlat2 = (-unity_OrthoParams.w) * u_xlat2 + 1.0;
					    u_xlat0 = u_xlat2 / u_xlat0;
					    u_xlat0 = (-u_xlat1.x) + u_xlat0;
					    SV_Target0.xyz = _Params.xxx * vec3(u_xlat0) + u_xlat1.xxx;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[20];
						vec4 unity_OrthoParams;
						vec4 _ZBufferParams;
						vec4 unused_0_3[7];
						vec4 _Params;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					void main()
					{
					    u_xlat0 = (-unity_OrthoParams.w) + 1.0;
					    u_xlat1 = textureLod(_CameraDepthTexture, vs_TEXCOORD1.xy, 0.0);
					    u_xlat2 = u_xlat1.x * _ZBufferParams.x;
					    u_xlat0 = u_xlat0 * u_xlat2 + _ZBufferParams.y;
					    u_xlat2 = (-unity_OrthoParams.w) * u_xlat2 + 1.0;
					    u_xlat0 = u_xlat2 / u_xlat0;
					    u_xlat0 = (-u_xlat1.x) + u_xlat0;
					    SV_Target0.xyz = _Params.xxx * vec3(u_xlat0) + u_xlat1.xxx;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 117490
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SOURCE_GBUFFER" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SOURCE_GBUFFER" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#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
					uniform  sampler2D _CameraDepthNormalsTexture;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = texture(_CameraDepthNormalsTexture, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(3.55539989, 3.55539989, 0.0) + vec3(-1.77769995, -1.77769995, 1.0);
					    u_xlat4 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat4 = 2.0 / u_xlat4;
					    u_xlat1.xy = u_xlat0.xy * vec2(u_xlat4);
					    u_xlat1.z = u_xlat4 + -1.0;
					    SV_Target0.xyz = u_xlat1.xyz * vec3(1.0, 1.0, -1.0);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#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
					uniform  sampler2D _CameraDepthNormalsTexture;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = texture(_CameraDepthNormalsTexture, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(3.55539989, 3.55539989, 0.0) + vec3(-1.77769995, -1.77769995, 1.0);
					    u_xlat4 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat4 = 2.0 / u_xlat4;
					    u_xlat1.xy = u_xlat0.xy * vec2(u_xlat4);
					    u_xlat1.z = u_xlat4 + -1.0;
					    SV_Target0.xyz = u_xlat1.xyz * vec3(1.0, 1.0, -1.0);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SOURCE_GBUFFER" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[12];
						mat4x4 unity_WorldToCamera;
						vec4 unused_0_2[14];
					};
					uniform  sampler2D _CameraGBufferTexture2;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					void main()
					{
					    u_xlat0 = texture(_CameraGBufferTexture2, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToCamera[1].xyz;
					    u_xlat0.xyw = unity_WorldToCamera[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    SV_Target0.xyz = unity_WorldToCamera[2].xyz * u_xlat0.zzz + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SOURCE_GBUFFER" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[12];
						mat4x4 unity_WorldToCamera;
						vec4 unused_0_2[14];
					};
					uniform  sampler2D _CameraGBufferTexture2;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					void main()
					{
					    u_xlat0 = texture(_CameraGBufferTexture2, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToCamera[1].xyz;
					    u_xlat0.xyw = unity_WorldToCamera[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    SV_Target0.xyz = unity_WorldToCamera[2].xyz * u_xlat0.zzz + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 161150
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _CameraMotionVectorsTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec3 u_xlatb0;
					vec4 u_xlat1;
					bvec3 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat6;
					vec2 u_xlat7;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					bool u_xlatb11;
					vec2 u_xlat12;
					float u_xlat15;
					bool u_xlatb15;
					float u_xlat16;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xy = vs_TEXCOORD0.xy;
					    u_xlat0.xy = clamp(u_xlat0.xy, 0.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat0 = texture(_CameraMotionVectorsTexture, u_xlat0.xy);
					    u_xlat10 = abs(u_xlat0.y);
					    u_xlat15 = max(u_xlat10, abs(u_xlat0.x));
					    u_xlat15 = float(1.0) / u_xlat15;
					    u_xlat1.x = min(u_xlat10, abs(u_xlat0.x));
					    u_xlatb10 = u_xlat10<abs(u_xlat0.x);
					    u_xlat15 = u_xlat15 * u_xlat1.x;
					    u_xlat1.x = u_xlat15 * u_xlat15;
					    u_xlat6 = u_xlat1.x * 0.0208350997 + -0.0851330012;
					    u_xlat6 = u_xlat1.x * u_xlat6 + 0.180141002;
					    u_xlat6 = u_xlat1.x * u_xlat6 + -0.330299497;
					    u_xlat1.x = u_xlat1.x * u_xlat6 + 0.999866009;
					    u_xlat6 = u_xlat15 * u_xlat1.x;
					    u_xlat6 = u_xlat6 * -2.0 + 1.57079637;
					    u_xlat10 = u_xlatb10 ? u_xlat6 : float(0.0);
					    u_xlat10 = u_xlat15 * u_xlat1.x + u_xlat10;
					    u_xlatb15 = (-u_xlat0.y)<u_xlat0.y;
					    u_xlat15 = u_xlatb15 ? -3.14159274 : float(0.0);
					    u_xlat10 = u_xlat15 + u_xlat10;
					    u_xlat15 = min((-u_xlat0.y), u_xlat0.x);
					    u_xlatb15 = u_xlat15<(-u_xlat15);
					    u_xlat1.x = max((-u_xlat0.y), u_xlat0.x);
					    u_xlat0.xy = u_xlat0.xy * vec2(1.0, -1.0);
					    u_xlat2 = u_xlat0.xyxy * _Params.xxyy;
					    u_xlatb0.x = u_xlat1.x>=(-u_xlat1.x);
					    u_xlatb0.x = u_xlatb0.x && u_xlatb15;
					    u_xlat0.x = (u_xlatb0.x) ? (-u_xlat10) : u_xlat10;
					    u_xlat0.x = u_xlat0.x * 0.318309873 + 1.0;
					    u_xlat0.xyz = u_xlat0.xxx * vec3(3.0, 3.0, 3.0) + vec3(-3.0, -2.0, -4.0);
					    u_xlat0.xyz = abs(u_xlat0.xyz) * vec3(1.0, -1.0, -1.0) + vec3(-1.0, 2.0, 2.0);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat3.xyz = max(abs(u_xlat1.xyz), vec3(1.1920929e-07, 1.1920929e-07, 1.1920929e-07));
					    u_xlat3.xyz = log2(u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(0.416666657, 0.416666657, 0.416666657);
					    u_xlat3.xyz = exp2(u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997);
					    u_xlat4.xyz = u_xlat1.xyz * vec3(12.9200001, 12.9200001, 12.9200001);
					    u_xlatb1.xyz = greaterThanEqual(vec4(0.00313080009, 0.00313080009, 0.00313080009, 0.0), u_xlat1.xyzx).xyz;
					    u_xlat1.x = (u_xlatb1.x) ? u_xlat4.x : u_xlat3.x;
					    u_xlat1.y = (u_xlatb1.y) ? u_xlat4.y : u_xlat3.y;
					    u_xlat1.z = (u_xlatb1.z) ? u_xlat4.z : u_xlat3.z;
					    u_xlat0.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					    u_xlat15 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.zw * vec2(0.25, 0.25);
					    u_xlat16 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat16 = sqrt(u_xlat16);
					    u_xlat16 = min(u_xlat16, 1.0);
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat0.xyz + vec3(0.0549999997, 0.0549999997, 0.0549999997);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.947867334, 0.947867334, 0.947867334);
					    u_xlat1.xyz = max(abs(u_xlat1.xyz), vec3(1.1920929e-07, 1.1920929e-07, 1.1920929e-07));
					    u_xlat1.xyz = log2(u_xlat1.xyz);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.4000001, 2.4000001, 2.4000001);
					    u_xlat1.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat0.xyz * vec3(0.0773993805, 0.0773993805, 0.0773993805);
					    u_xlatb0.xyz = greaterThanEqual(vec4(0.0404499993, 0.0404499993, 0.0404499993, 0.0), u_xlat0.xyzx).xyz;
					    u_xlat0.x = (u_xlatb0.x) ? u_xlat2.x : u_xlat1.x;
					    u_xlat0.y = (u_xlatb0.y) ? u_xlat2.y : u_xlat1.y;
					    u_xlat0.z = (u_xlatb0.z) ? u_xlat2.z : u_xlat1.z;
					    u_xlat15 = _MainTex_TexelSize.w * _Params.y;
					    u_xlat15 = u_xlat15 / _MainTex_TexelSize.z;
					    u_xlat1.y = floor(u_xlat15);
					    u_xlat1.x = _Params.y;
					    u_xlat1.xy = _MainTex_TexelSize.zw / u_xlat1.xy;
					    u_xlat2.xy = hlslcc_FragCoord.xy / u_xlat1.xy;
					    u_xlat2.xy = floor(u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.xy + vec2(0.5, 0.5);
					    u_xlat12.xy = u_xlat1.xy * u_xlat2.xy;
					    u_xlat2.xy = (-u_xlat2.xy) * u_xlat1.xy + hlslcc_FragCoord.xy;
					    u_xlat15 = min(u_xlat1.y, u_xlat1.x);
					    u_xlat15 = u_xlat15 * 0.707106769;
					    u_xlat1.xy = u_xlat12.xy / _MainTex_TexelSize.zw;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat1.xy = u_xlat1.xy * vec2(_RenderViewportScaleFactor);
					    u_xlat3 = texture(_CameraMotionVectorsTexture, u_xlat1.xy);
					    u_xlat1.xy = u_xlat3.xy * vec2(1.0, -1.0);
					    u_xlat11 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12.x = inversesqrt(u_xlat11);
					    u_xlatb11 = u_xlat11!=0.0;
					    u_xlat3.xy = u_xlat1.xy * u_xlat12.xx;
					    u_xlat3.z = (-u_xlat3.y);
					    u_xlat1.x = dot(u_xlat3.xz, u_xlat2.xy);
					    u_xlat1.y = dot(u_xlat3.yx, u_xlat2.xy);
					    u_xlat2.x = u_xlat16 * u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat16 + -2.0;
					    u_xlat7.xy = (-u_xlat2.xx) * vec2(0.375, -0.0625) + u_xlat1.xy;
					    u_xlat3.xyz = u_xlat2.xxx * vec3(0.5, 0.25, -0.125);
					    u_xlat4.x = u_xlat3.x;
					    u_xlat4.y = 0.0;
					    u_xlat3.xw = (-u_xlat2.xx) * vec2(0.25, 0.125) + u_xlat4.xy;
					    u_xlat3.xw = (-u_xlat3.xw) + u_xlat4.xy;
					    u_xlat16 = dot(u_xlat3.xw, u_xlat3.xw);
					    u_xlat16 = sqrt(u_xlat16);
					    u_xlat4.xy = u_xlat3.xw / vec2(u_xlat16);
					    u_xlat4.z = (-u_xlat4.x);
					    u_xlat16 = dot(u_xlat7.xy, u_xlat4.yz);
					    u_xlat7.xy = (-u_xlat2.xx) * vec2(0.375, 0.0625) + u_xlat1.xy;
					    u_xlat3.xw = u_xlat1.xy + vec2(1.0, -0.0);
					    u_xlat1.x = u_xlat2.x * -0.25 + u_xlat1.x;
					    u_xlat6 = dot((-u_xlat3.yz), (-u_xlat3.yz));
					    u_xlat6 = sqrt(u_xlat6);
					    u_xlat4.xy = (-u_xlat3.yz) / vec2(u_xlat6);
					    u_xlat4.z = (-u_xlat4.x);
					    u_xlat6 = dot(u_xlat7.xy, u_xlat4.yz);
					    u_xlat6 = max(u_xlat16, u_xlat6);
					    u_xlat1.x = max((-u_xlat1.x), u_xlat6);
					    u_xlat6 = u_xlat15 / abs(u_xlat15);
					    u_xlat16 = u_xlat6 * u_xlat3.x;
					    u_xlat6 = (-u_xlat6) * u_xlat3.w;
					    u_xlat15 = -abs(u_xlat15) * 0.5 + abs(u_xlat16);
					    u_xlat15 = max(u_xlat15, abs(u_xlat6));
					    u_xlat15 = min(u_xlat15, u_xlat1.x);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlatb11 ? u_xlat15 : float(0.0);
					    SV_Target0.xyz = vec3(u_xlat15) + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2;
						vec4 _MainTex_TexelSize;
						vec4 _Params;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _CameraMotionVectorsTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec2 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					bvec3 u_xlatb3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					bool u_xlatb6;
					float u_xlat7;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					vec2 u_xlat13;
					vec2 u_xlat14;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xy = vs_TEXCOORD0.xy;
					    u_xlat0.xy = clamp(u_xlat0.xy, 0.0, 1.0);
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati12].xy;
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati12].zw;
					    u_xlat2 = texture(_CameraMotionVectorsTexture, u_xlat0.xy);
					    u_xlat0.x = abs(u_xlat2.y);
					    u_xlat6 = max(u_xlat0.x, abs(u_xlat2.x));
					    u_xlat6 = float(1.0) / u_xlat6;
					    u_xlat18 = min(u_xlat0.x, abs(u_xlat2.x));
					    u_xlatb0.x = u_xlat0.x<abs(u_xlat2.x);
					    u_xlat6 = u_xlat6 * u_xlat18;
					    u_xlat18 = u_xlat6 * u_xlat6;
					    u_xlat13.x = u_xlat18 * 0.0208350997 + -0.0851330012;
					    u_xlat13.x = u_xlat18 * u_xlat13.x + 0.180141002;
					    u_xlat13.x = u_xlat18 * u_xlat13.x + -0.330299497;
					    u_xlat18 = u_xlat18 * u_xlat13.x + 0.999866009;
					    u_xlat13.x = u_xlat18 * u_xlat6;
					    u_xlat13.x = u_xlat13.x * -2.0 + 1.57079637;
					    u_xlat0.x = u_xlatb0.x ? u_xlat13.x : float(0.0);
					    u_xlat0.x = u_xlat6 * u_xlat18 + u_xlat0.x;
					    u_xlatb6 = (-u_xlat2.y)<u_xlat2.y;
					    u_xlat6 = u_xlatb6 ? -3.14159274 : float(0.0);
					    u_xlat0.x = u_xlat6 + u_xlat0.x;
					    u_xlat6 = min((-u_xlat2.y), u_xlat2.x);
					    u_xlatb6 = u_xlat6<(-u_xlat6);
					    u_xlat18 = max((-u_xlat2.y), u_xlat2.x);
					    u_xlat13.xy = u_xlat2.xy * vec2(1.0, -1.0);
					    u_xlat2 = u_xlat13.xyxy * _Params.xxyy;
					    u_xlatb18 = u_xlat18>=(-u_xlat18);
					    u_xlatb6 = u_xlatb18 && u_xlatb6;
					    u_xlat0.x = (u_xlatb6) ? (-u_xlat0.x) : u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.318309873 + 1.0;
					    u_xlat0.xyw = u_xlat0.xxx * vec3(3.0, 3.0, 3.0) + vec3(-3.0, -2.0, -4.0);
					    u_xlat0.xyw = abs(u_xlat0.xyw) * vec3(1.0, -1.0, -1.0) + vec3(-1.0, 2.0, 2.0);
					    u_xlat0.xyw = clamp(u_xlat0.xyw, 0.0, 1.0);
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat4.xyz = max(abs(u_xlat3.xyz), vec3(1.1920929e-07, 1.1920929e-07, 1.1920929e-07));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(0.416666657, 0.416666657, 0.416666657);
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997);
					    u_xlat5.xyz = u_xlat3.xyz * vec3(12.9200001, 12.9200001, 12.9200001);
					    u_xlatb3.xyz = greaterThanEqual(vec4(0.00313080009, 0.00313080009, 0.00313080009, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat3.x = (u_xlatb3.x) ? u_xlat5.x : u_xlat4.x;
					    u_xlat3.y = (u_xlatb3.y) ? u_xlat5.y : u_xlat4.y;
					    u_xlat3.z = (u_xlatb3.z) ? u_xlat5.z : u_xlat4.z;
					    u_xlat0.xyw = u_xlat0.xyw + (-u_xlat3.xyz);
					    u_xlat13.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat2.xy = u_xlat2.zw * vec2(0.25, 0.25);
					    u_xlat19 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat19 = sqrt(u_xlat19);
					    u_xlat19 = min(u_xlat19, 1.0);
					    u_xlat13.x = sqrt(u_xlat13.x);
					    u_xlat13.x = clamp(u_xlat13.x, 0.0, 1.0);
					    u_xlat0.xyw = u_xlat13.xxx * u_xlat0.xyw + u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat0.xyw + vec3(0.0549999997, 0.0549999997, 0.0549999997);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.947867334, 0.947867334, 0.947867334);
					    u_xlat2.xyz = max(abs(u_xlat2.xyz), vec3(1.1920929e-07, 1.1920929e-07, 1.1920929e-07));
					    u_xlat2.xyz = log2(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(2.4000001, 2.4000001, 2.4000001);
					    u_xlat2.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat0.xyw * vec3(0.0773993805, 0.0773993805, 0.0773993805);
					    u_xlatb0.xyw = greaterThanEqual(vec4(0.0404499993, 0.0404499993, 0.0, 0.0404499993), u_xlat0.xyxw).xyw;
					    u_xlat0.x = (u_xlatb0.x) ? u_xlat3.x : u_xlat2.x;
					    u_xlat0.y = (u_xlatb0.y) ? u_xlat3.y : u_xlat2.y;
					    u_xlat0.w = (u_xlatb0.w) ? u_xlat3.z : u_xlat2.z;
					    u_xlat13.x = _MainTex_TexelSize.w * _Params.y;
					    u_xlat13.x = u_xlat13.x / _MainTex_TexelSize.z;
					    u_xlat2.y = floor(u_xlat13.x);
					    u_xlat2.x = _Params.y;
					    u_xlat2.xy = _MainTex_TexelSize.zw / u_xlat2.xy;
					    u_xlat14.xy = hlslcc_FragCoord.xy / u_xlat2.xy;
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat3.xy = u_xlat2.xy * u_xlat14.xy;
					    u_xlat14.xy = (-u_xlat14.xy) * u_xlat2.xy + hlslcc_FragCoord.xy;
					    u_xlat13.x = min(u_xlat2.y, u_xlat2.x);
					    u_xlat13.x = u_xlat13.x * 0.707106769;
					    u_xlat2.xy = u_xlat3.xy / _MainTex_TexelSize.zw;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat1.xy = u_xlat2.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati12].zw;
					    u_xlat3 = texture(_CameraMotionVectorsTexture, u_xlat1.xy);
					    u_xlat1.xy = u_xlat3.xy * vec2(1.0, -1.0);
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat2.x = inversesqrt(u_xlat12);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat3.xy = u_xlat1.xy * u_xlat2.xx;
					    u_xlat3.z = (-u_xlat3.y);
					    u_xlat1.x = dot(u_xlat3.xz, u_xlat14.xy);
					    u_xlat1.y = dot(u_xlat3.yx, u_xlat14.xy);
					    u_xlat2.x = u_xlat19 * u_xlat13.x;
					    u_xlat13.x = u_xlat13.x * u_xlat19 + -2.0;
					    u_xlat8.xy = (-u_xlat2.xx) * vec2(0.375, -0.0625) + u_xlat1.xy;
					    u_xlat3.xyz = u_xlat2.xxx * vec3(0.5, 0.25, -0.125);
					    u_xlat4.x = u_xlat3.x;
					    u_xlat4.y = 0.0;
					    u_xlat3.xw = (-u_xlat2.xx) * vec2(0.25, 0.125) + u_xlat4.xy;
					    u_xlat3.xw = (-u_xlat3.xw) + u_xlat4.xy;
					    u_xlat19 = dot(u_xlat3.xw, u_xlat3.xw);
					    u_xlat19 = sqrt(u_xlat19);
					    u_xlat4.xy = u_xlat3.xw / vec2(u_xlat19);
					    u_xlat4.z = (-u_xlat4.x);
					    u_xlat19 = dot(u_xlat8.xy, u_xlat4.yz);
					    u_xlat8.xy = (-u_xlat2.xx) * vec2(0.375, 0.0625) + u_xlat1.xy;
					    u_xlat3.xw = u_xlat1.xy + vec2(1.0, -0.0);
					    u_xlat1.x = u_xlat2.x * -0.25 + u_xlat1.x;
					    u_xlat7 = dot((-u_xlat3.yz), (-u_xlat3.yz));
					    u_xlat7 = sqrt(u_xlat7);
					    u_xlat4.xy = (-u_xlat3.yz) / vec2(u_xlat7);
					    u_xlat4.z = (-u_xlat4.x);
					    u_xlat7 = dot(u_xlat8.xy, u_xlat4.yz);
					    u_xlat7 = max(u_xlat19, u_xlat7);
					    u_xlat1.x = max((-u_xlat1.x), u_xlat7);
					    u_xlat7 = u_xlat13.x / abs(u_xlat13.x);
					    u_xlat19 = u_xlat7 * u_xlat3.x;
					    u_xlat7 = (-u_xlat7) * u_xlat3.w;
					    u_xlat13.x = -abs(u_xlat13.x) * 0.5 + abs(u_xlat19);
					    u_xlat7 = max(u_xlat13.x, abs(u_xlat7));
					    u_xlat1.x = min(u_xlat7, u_xlat1.x);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat12 = u_xlatb12 ? u_xlat1.x : float(0.0);
					    SV_Target0.xyz = vec3(u_xlat12) + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 249230
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#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
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					ivec4 u_xlati1;
					bvec4 u_xlatb1;
					bvec4 u_xlatb2;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlatb1 = lessThan(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlatb2 = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat0);
					    u_xlati1 = ivec4((uvec4(u_xlatb1) * 0xffffffffu) | (uvec4(u_xlatb2) * 0xffffffffu));
					    u_xlatb2 = equal(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlati1 = ivec4(uvec4(u_xlati1) | (uvec4(u_xlatb2) * 0xffffffffu));
					    u_xlatb1 = equal(u_xlati1, ivec4(0, 0, 0, 0));
					    u_xlatb1.x = u_xlatb1.y || u_xlatb1.x;
					    u_xlatb1.x = u_xlatb1.z || u_xlatb1.x;
					    u_xlatb1.x = u_xlatb1.w || u_xlatb1.x;
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.25, 0.25, 0.25);
					    SV_Target0 = (u_xlatb1.x) ? vec4(1.0, 0.0, 1.0, 1.0) : u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#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
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					ivec4 u_xlati1;
					bvec4 u_xlatb1;
					bvec4 u_xlatb2;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlatb1 = lessThan(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlatb2 = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat0);
					    u_xlati1 = ivec4((uvec4(u_xlatb1) * 0xffffffffu) | (uvec4(u_xlatb2) * 0xffffffffu));
					    u_xlatb2 = equal(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlati1 = ivec4(uvec4(u_xlati1) | (uvec4(u_xlatb2) * 0xffffffffu));
					    u_xlatb1 = equal(u_xlati1, ivec4(0, 0, 0, 0));
					    u_xlatb1.x = u_xlatb1.y || u_xlatb1.x;
					    u_xlatb1.x = u_xlatb1.z || u_xlatb1.x;
					    u_xlatb1.x = u_xlatb1.w || u_xlatb1.x;
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.25, 0.25, 0.25);
					    SV_Target0 = (u_xlatb1.x) ? vec4(1.0, 0.0, 1.0, 1.0) : u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 293750
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[29];
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat6 = u_xlat0.y * -367.857117;
					    u_xlat6 = u_xlat0.x * -367.857117 + (-u_xlat6);
					    u_xlat6 = u_xlat0.z * 16511.7441 + u_xlat6;
					    u_xlat1.z = u_xlat6 * 6.0796734e-05;
					    u_xlat1.z = clamp(u_xlat1.z, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat0.xy, vec2(4833.03809, 11677.1963));
					    u_xlat6 = u_xlat6 * 6.0796734e-05;
					    u_xlat1.xy = min(vec2(u_xlat6), vec2(1.0, 1.0));
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    SV_Target0.xyz = _Params.xxx * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[29];
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat6 = u_xlat0.y * -367.857117;
					    u_xlat6 = u_xlat0.x * -367.857117 + (-u_xlat6);
					    u_xlat6 = u_xlat0.z * 16511.7441 + u_xlat6;
					    u_xlat1.z = u_xlat6 * 6.0796734e-05;
					    u_xlat1.z = clamp(u_xlat1.z, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat0.xy, vec2(4833.03809, 11677.1963));
					    u_xlat6 = u_xlat6 * 6.0796734e-05;
					    u_xlat1.xy = min(vec2(u_xlat6), vec2(1.0, 1.0));
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    SV_Target0.xyz = _Params.xxx * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 343143
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[29];
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat6 = u_xlat0.y * 66.0126495;
					    u_xlat6 = u_xlat0.x * 66.0126495 + (-u_xlat6);
					    u_xlat6 = u_xlat0.z * 16511.7441 + u_xlat6;
					    u_xlat1.z = u_xlat6 * 6.0796734e-05;
					    u_xlat1.z = clamp(u_xlat1.z, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat0.xy, vec2(1855.91467, 14655.8301));
					    u_xlat6 = u_xlat6 * 6.0796734e-05;
					    u_xlat1.xy = min(vec2(u_xlat6), vec2(1.0, 1.0));
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    SV_Target0.xyz = _Params.xxx * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[29];
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat6 = u_xlat0.y * 66.0126495;
					    u_xlat6 = u_xlat0.x * 66.0126495 + (-u_xlat6);
					    u_xlat6 = u_xlat0.z * 16511.7441 + u_xlat6;
					    u_xlat1.z = u_xlat6 * 6.0796734e-05;
					    u_xlat1.z = clamp(u_xlat1.z, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat0.xy, vec2(1855.91467, 14655.8301));
					    u_xlat6 = u_xlat6 * 6.0796734e-05;
					    u_xlat1.xy = min(vec2(u_xlat6), vec2(1.0, 1.0));
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat1.xyz;
					    SV_Target0.xyz = _Params.xxx * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 445881
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    vs_TEXCOORD1.xy = u_xlat0.xy * vec2(_RenderViewportScaleFactor);
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[26];
						float _RenderViewportScaleFactor;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[66];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_1_2;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					vec2 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position.xy = in_POSITION0.xy;
					    gl_Position.zw = vec2(0.0, 1.0);
					    u_xlat0.xy = in_POSITION0.xy + vec2(1.0, 1.0);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, -0.5) + vec2(0.0, 1.0);
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = vec2(_RenderViewportScaleFactor) * unity_StereoScaleOffset[u_xlati4].xy;
					    vs_TEXCOORD1.xy = u_xlat0.xy * u_xlat1.xy + unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = in_POSITION0.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[29];
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec2 u_xlat5;
					float u_xlat10;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat12 = dot(u_xlat0.xyz, vec3(2.43251014, 11.4688454, 1.76049244));
					    u_xlat1 = vec4(u_xlat12) * vec4(0.00778222037, 5.98477382e-05, -0.000328985829, 0.232164323);
					    u_xlat2.xy = vec2(u_xlat12) * vec2(0.137866527, 0.00933136418);
					    u_xlat12 = dot(u_xlat0.xyz, vec3(6.5019784, 11.0320301, 1.22384095));
					    u_xlat10 = u_xlat12 * 0.00778222037;
					    u_xlat1.x = u_xlat1.x / u_xlat10;
					    u_xlatb1 = u_xlat1.x<0.834949017;
					    u_xlat5.xy = vec2(u_xlat12) * vec2(-4.58941759e-06, 0.000198408336) + u_xlat1.yz;
					    u_xlat13 = u_xlat12 * 0.239932507 + (-u_xlat1.w);
					    u_xlat5.xy = u_xlat5.xy * vec2(98.8431854, -58.8051376);
					    u_xlat1.x = (u_xlatb1) ? u_xlat5.x : u_xlat5.y;
					    u_xlat3.x = u_xlat1.x * 1.61047399 + u_xlat13;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat5.x = u_xlat12 * -0.0504402146 + u_xlat2.x;
					    u_xlat12 = u_xlat12 * -0.00292370259 + (-u_xlat2.y);
					    u_xlat3.z = u_xlat1.x * 14.2738457 + u_xlat12;
					    u_xlat3.z = clamp(u_xlat3.z, 0.0, 1.0);
					    u_xlat3.y = (-u_xlat1.x) * 2.53264189 + u_xlat5.x;
					    u_xlat3.y = clamp(u_xlat3.y, 0.0, 1.0);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					    SV_Target0.xyz = _Params.xxx * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[29];
						vec4 _Params;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec2 u_xlat2;
					vec3 u_xlat3;
					vec2 u_xlat5;
					float u_xlat10;
					float u_xlat12;
					float u_xlat13;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD1.xy);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat12 = dot(u_xlat0.xyz, vec3(2.43251014, 11.4688454, 1.76049244));
					    u_xlat1 = vec4(u_xlat12) * vec4(0.00778222037, 5.98477382e-05, -0.000328985829, 0.232164323);
					    u_xlat2.xy = vec2(u_xlat12) * vec2(0.137866527, 0.00933136418);
					    u_xlat12 = dot(u_xlat0.xyz, vec3(6.5019784, 11.0320301, 1.22384095));
					    u_xlat10 = u_xlat12 * 0.00778222037;
					    u_xlat1.x = u_xlat1.x / u_xlat10;
					    u_xlatb1 = u_xlat1.x<0.834949017;
					    u_xlat5.xy = vec2(u_xlat12) * vec2(-4.58941759e-06, 0.000198408336) + u_xlat1.yz;
					    u_xlat13 = u_xlat12 * 0.239932507 + (-u_xlat1.w);
					    u_xlat5.xy = u_xlat5.xy * vec2(98.8431854, -58.8051376);
					    u_xlat1.x = (u_xlatb1) ? u_xlat5.x : u_xlat5.y;
					    u_xlat3.x = u_xlat1.x * 1.61047399 + u_xlat13;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat5.x = u_xlat12 * -0.0504402146 + u_xlat2.x;
					    u_xlat12 = u_xlat12 * -0.00292370259 + (-u_xlat2.y);
					    u_xlat3.z = u_xlat1.x * 14.2738457 + u_xlat12;
					    u_xlat3.z = clamp(u_xlat3.z, 0.0, 1.0);
					    u_xlat3.y = (-u_xlat1.x) * 2.53264189 + u_xlat5.x;
					    u_xlat3.y = clamp(u_xlat3.y, 0.0, 1.0);
					    u_xlat1.xyz = (-u_xlat0.xyz) + u_xlat3.xyz;
					    SV_Target0.xyz = _Params.xxx * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
	}
}