Shader "Unlit/TransparentColor" {
	Properties {
		_Color ("Color Tint", Vector) = (1,1,1,1)
		_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
	}
	SubShader {
		Tags { "QUEUE" = "Transparent" }
		Pass {
			Tags { "QUEUE" = "Transparent" }
			Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
			Fog {
				Mode Off
			}
			GpuProgramID 14739
			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[2];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec3 in_POSITION0;
					in  vec3 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_COLOR0 = vec4(0.0, 0.0, 0.0, 1.0);
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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;
					    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[2];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec3 in_POSITION0;
					in  vec3 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_COLOR0 = vec4(0.0, 0.0, 0.0, 1.0);
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" }
					"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[2];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					in  vec3 in_POSITION0;
					in  vec3 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_COLOR0 = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.xyz = unity_ObjectToWorld[1].yyy * unity_MatrixV[1].xyz;
					    u_xlat0.xyz = unity_MatrixV[0].xyz * unity_ObjectToWorld[1].xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_MatrixV[2].xyz * unity_ObjectToWorld[1].zzz + u_xlat0.xyz;
					    u_xlat0.xyz = unity_MatrixV[3].xyz * unity_ObjectToWorld[1].www + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * in_POSITION0.yyy;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yyy * unity_MatrixV[1].xyz;
					    u_xlat1.xyz = unity_MatrixV[0].xyz * unity_ObjectToWorld[0].xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_MatrixV[2].xyz * unity_ObjectToWorld[0].zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_MatrixV[3].xyz * unity_ObjectToWorld[0].www + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * in_POSITION0.xxx + u_xlat0.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yyy * unity_MatrixV[1].xyz;
					    u_xlat1.xyz = unity_MatrixV[0].xyz * unity_ObjectToWorld[2].xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_MatrixV[2].xyz * unity_ObjectToWorld[2].zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_MatrixV[3].xyz * unity_ObjectToWorld[2].www + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * in_POSITION0.zzz + u_xlat0.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].yyy * unity_MatrixV[1].xyz;
					    u_xlat1.xyz = unity_MatrixV[0].xyz * unity_ObjectToWorld[3].xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_MatrixV[2].xyz * unity_ObjectToWorld[3].zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_MatrixV[3].xyz * unity_ObjectToWorld[3].www + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    vs_TEXCOORD1 = exp2(u_xlat0.x);
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "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[2];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					in  vec3 in_POSITION0;
					in  vec3 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					void main()
					{
					    vs_COLOR0 = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat3.xyz = unity_ObjectToWorld[1].yyy * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].xyz;
					    u_xlat3.xyz = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].xyz * unity_ObjectToWorld[1].xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].xyz * unity_ObjectToWorld[1].zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].xyz * unity_ObjectToWorld[1].www + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * in_POSITION0.yyy;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yyy * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].xyz;
					    u_xlat1.xyz = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].xyz * unity_ObjectToWorld[0].xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].xyz * unity_ObjectToWorld[0].zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].xyz * unity_ObjectToWorld[0].www + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * in_POSITION0.xxx + u_xlat3.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yyy * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].xyz;
					    u_xlat1.xyz = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].xyz * unity_ObjectToWorld[2].xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].xyz * unity_ObjectToWorld[2].zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].xyz * unity_ObjectToWorld[2].www + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * in_POSITION0.zzz + u_xlat3.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[3].yyy * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].xyz;
					    u_xlat1.xyz = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].xyz * unity_ObjectToWorld[3].xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].xyz * unity_ObjectToWorld[3].zzz + u_xlat1.xyz;
					    u_xlat1.xyz = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].xyz * unity_ObjectToWorld[3].www + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.x = sqrt(u_xlat3.x);
					    u_xlat3.x = u_xlat3.x * unity_FogParams.x;
					    u_xlat3.x = u_xlat3.x * (-u_xlat3.x);
					    vs_TEXCOORD1 = exp2(u_xlat3.x);
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat1 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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[3];
						vec4 _Color;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    SV_Target0 = u_xlat0 * _Color;
					    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[3];
						vec4 _Color;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    SV_Target0 = u_xlat0 * _Color;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" }
					"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[3];
						vec4 _Color;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unused_1_1;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz + (-unity_FogColor.xyz);
					    u_xlat3 = u_xlat0.w * _Color.w;
					    SV_Target0.w = u_xlat3;
					    SV_Target0.xyz = vec3(vs_TEXCOORD1) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "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[3];
						vec4 _Color;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unused_1_1;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					float u_xlat3;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz + (-unity_FogColor.xyz);
					    u_xlat3 = u_xlat0.w * _Color.w;
					    SV_Target0.w = u_xlat3;
					    SV_Target0.xyz = vec3(vs_TEXCOORD1) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
			}
		}
	}
}