Shader "Hidden/LIV_ClipPlaneSimpleDebug" {
	Properties {
	}
	SubShader {
		Tags { "FORCENOSHADOWCASTING" = "true" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Overlay" }
		Pass {
			Name "CLIP_PLANE_SIMPLE_DEBUG"
			Tags { "FORCENOSHADOWCASTING" = "true" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Overlay" }
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 37195
			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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					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_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					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_TEXCOORD0;
					layout(location = 0) out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    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) in  vec3 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = dFdx(vs_TEXCOORD1.xy);
					    u_xlat1.xy = dFdy(vs_TEXCOORD1.xy);
					    u_xlat9 = (-vs_TEXCOORD1.x) + 1.0;
					    u_xlat2.z = u_xlat9 + (-vs_TEXCOORD1.y);
					    u_xlat0.z = dFdx(u_xlat2.z);
					    u_xlat1.z = dFdy(u_xlat2.z);
					    u_xlat0.xyz = abs(u_xlat0.xyz) + abs(u_xlat1.xyz);
					    u_xlat0.xyz = vec3(1.0, 1.0, 1.0) / u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD1.xy;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xyz * vec3(-2.0, -2.0, -2.0) + vec3(3.0, 3.0, 3.0);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3 = min(u_xlat0.z, u_xlat0.y);
					    u_xlat0.x = min(u_xlat3, u_xlat0.x);
					    SV_Target0 = u_xlat0.xxxx * vec4(0.0, 1.0, 0.0, 0.0) + vec4(0.0, 0.0, 0.0, 0.5);
					    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) in  vec3 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = dFdx(vs_TEXCOORD1.xy);
					    u_xlat1.xy = dFdy(vs_TEXCOORD1.xy);
					    u_xlat9 = (-vs_TEXCOORD1.x) + 1.0;
					    u_xlat2.z = u_xlat9 + (-vs_TEXCOORD1.y);
					    u_xlat0.z = dFdx(u_xlat2.z);
					    u_xlat1.z = dFdy(u_xlat2.z);
					    u_xlat0.xyz = abs(u_xlat0.xyz) + abs(u_xlat1.xyz);
					    u_xlat0.xyz = vec3(1.0, 1.0, 1.0) / u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD1.xy;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat0.xyz * vec3(-2.0, -2.0, -2.0) + vec3(3.0, 3.0, 3.0);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat3 = min(u_xlat0.z, u_xlat0.y);
					    u_xlat0.x = min(u_xlat3, u_xlat0.x);
					    SV_Target0 = u_xlat0.xxxx * vec4(0.0, 1.0, 0.0, 0.0) + vec4(0.0, 0.0, 0.0, 0.5);
					    return;
					}"
				}
			}
			Program "gp" {
				SubProgram "d3d11 " {
					"gs_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) in  vec2 vs_TEXCOORD0 [3];
					layout(triangles) in;
					layout(triangle_strip) out;
					layout(location = 0) out vec2 gs_TEXCOORD0;
					layout(location = 1) out vec3 gs_TEXCOORD1;
					layout(max_vertices = 3) out;
					void main()
					{
					    gl_Position = gl_in[0].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[0].xy;
					    gs_TEXCOORD1.xyz = vec3(1.0, 0.0, 0.0);
					    EmitVertex();
					    gl_Position = gl_in[1].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[1].xy;
					    gs_TEXCOORD1.xyz = vec3(0.0, 1.0, 0.0);
					    EmitVertex();
					    gl_Position = gl_in[2].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[2].xy;
					    gs_TEXCOORD1.xyz = vec3(0.0, 0.0, 1.0);
					    EmitVertex();
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"gs_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) in  vec2 vs_TEXCOORD0 [3];
					layout(triangles) in;
					layout(triangle_strip) out;
					layout(location = 0) out vec2 gs_TEXCOORD0;
					layout(location = 1) out vec3 gs_TEXCOORD1;
					layout(max_vertices = 3) out;
					void main()
					{
					    gl_Position = gl_in[0].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[0].xy;
					    gs_TEXCOORD1.xyz = vec3(1.0, 0.0, 0.0);
					    EmitVertex();
					    gl_Position = gl_in[1].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[1].xy;
					    gs_TEXCOORD1.xyz = vec3(0.0, 1.0, 0.0);
					    EmitVertex();
					    gl_Position = gl_in[2].gl_Position;
					    gs_TEXCOORD0.xy = vs_TEXCOORD0[2].xy;
					    gs_TEXCOORD1.xyz = vec3(0.0, 0.0, 1.0);
					    EmitVertex();
					    return;
					}"
				}
			}
		}
	}
}