Shader "Hidden/HxVolumetricDownscaleDepth" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}
	SubShader {
		Pass {
			ZTest Always
			Cull Off
			GpuProgramID 1540
			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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						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  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    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 _CameraDepthTexture;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.xy);
					    gl_FragDepth = u_xlat0.x;
					    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 _CameraDepthTexture;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.xy);
					    gl_FragDepth = u_xlat0.x;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			Cull Off
			GpuProgramID 121159
			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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						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  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    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[2];
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_2[9];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec2 u_xlat6;
					bool u_xlatb6;
					bool u_xlatb10;
					bool u_xlatb15;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1.xy = u_xlat0.xy / _CameraDepthTexture_TexelSize.xy;
					    u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5);
					    u_xlat1.xy = floor(u_xlat1.xy);
					    u_xlat1.x = abs(u_xlat1.y) + abs(u_xlat1.x);
					    u_xlat6.x = u_xlat1.x + u_xlat1.x;
					    u_xlatb6 = u_xlat6.x>=(-u_xlat6.x);
					    u_xlat6.xy = (bool(u_xlatb6)) ? vec2(2.0, 0.5) : vec2(-2.0, -0.5);
					    u_xlat1.x = u_xlat6.y * u_xlat1.x;
					    u_xlat1.x = fract(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlatb1 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					    if(u_xlatb1){
					        u_xlat1 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat0.xxyy;
					        u_xlat2 = textureLod(_CameraDepthTexture, u_xlat1.xw, 0.0);
					        u_xlatb17 = 0.0<u_xlat2.x;
					        u_xlat2.yz = u_xlat1.xw;
					        u_xlat0.z = 0.0;
					        u_xlat2.xyz = (bool(u_xlatb17)) ? u_xlat2.xyz : u_xlat0.zxy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat1.yz, 0.0);
					        u_xlatb10 = u_xlat2.x<u_xlat3.x;
					        u_xlat1.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat1.xyz : u_xlat2.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat0.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat0.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.yzx : u_xlat1.yzx;
					    } else {
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat0.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb10 = u_xlat3.x<100000.0;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat0.w = 100000.0;
					        u_xlat3.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat0.wxy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat3.x;
					        u_xlat2.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat3.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat0.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat0.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat0.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat0.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat2.x;
					        u_xlat0.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat0.yzx : u_xlat2.yzx;
					    }
					    u_xlat0.x = min(u_xlat1.z, 0.999999881);
					    u_xlat0.x = max(u_xlat0.x, 1.00000001e-07);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xx * vec2(1.0, 255.0);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    SV_Target0.x = (-u_xlat0.y) * 0.00392156886 + u_xlat0.x;
					    SV_Target0.zw = (-u_xlat1.xy) + vec2(1.0, 1.0);
					    SV_Target0.y = u_xlat0.y;
					    gl_FragDepth = u_xlat1.z;
					    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[2];
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_2[9];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec2 u_xlat6;
					bool u_xlatb6;
					bool u_xlatb10;
					bool u_xlatb15;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat1.xy = u_xlat0.xy / _CameraDepthTexture_TexelSize.xy;
					    u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5);
					    u_xlat1.xy = floor(u_xlat1.xy);
					    u_xlat1.x = abs(u_xlat1.y) + abs(u_xlat1.x);
					    u_xlat6.x = u_xlat1.x + u_xlat1.x;
					    u_xlatb6 = u_xlat6.x>=(-u_xlat6.x);
					    u_xlat6.xy = (bool(u_xlatb6)) ? vec2(2.0, 0.5) : vec2(-2.0, -0.5);
					    u_xlat1.x = u_xlat6.y * u_xlat1.x;
					    u_xlat1.x = fract(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat6.x;
					    u_xlatb1 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					    if(u_xlatb1){
					        u_xlat1 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat0.xxyy;
					        u_xlat2 = textureLod(_CameraDepthTexture, u_xlat1.xw, 0.0);
					        u_xlatb17 = 0.0<u_xlat2.x;
					        u_xlat2.yz = u_xlat1.xw;
					        u_xlat0.z = 0.0;
					        u_xlat2.xyz = (bool(u_xlatb17)) ? u_xlat2.xyz : u_xlat0.zxy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat1.yz, 0.0);
					        u_xlatb10 = u_xlat2.x<u_xlat3.x;
					        u_xlat1.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat1.xyz : u_xlat2.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat0.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat0.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.yzx : u_xlat1.yzx;
					    } else {
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat0.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb10 = u_xlat3.x<100000.0;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat0.w = 100000.0;
					        u_xlat3.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat0.wxy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat3.x;
					        u_xlat2.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat3.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat0.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat0.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat0.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat0.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat2.x;
					        u_xlat0.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat0.yzx : u_xlat2.yzx;
					    }
					    u_xlat0.x = min(u_xlat1.z, 0.999999881);
					    u_xlat0.x = max(u_xlat0.x, 1.00000001e-07);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xx * vec2(1.0, 255.0);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    SV_Target0.x = (-u_xlat0.y) * 0.00392156886 + u_xlat0.x;
					    SV_Target0.zw = (-u_xlat1.xy) + vec2(1.0, 1.0);
					    SV_Target0.y = u_xlat0.y;
					    gl_FragDepth = u_xlat1.z;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			Cull Off
			GpuProgramID 172039
			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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						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  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    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[2];
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_2[9];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec2 u_xlat10;
					bool u_xlatb10;
					float u_xlat15;
					bool u_xlatb15;
					bool u_xlatb16;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat10.xy = u_xlat0.xy / _CameraDepthTexture_TexelSize.xy;
					    u_xlat10.xy = u_xlat10.xy * vec2(0.25, 0.25);
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat10.x = abs(u_xlat10.y) + abs(u_xlat10.x);
					    u_xlat15 = u_xlat10.x + u_xlat10.x;
					    u_xlatb15 = u_xlat15>=(-u_xlat15);
					    u_xlat1.xy = (bool(u_xlatb15)) ? vec2(2.0, 0.5) : vec2(-2.0, -0.5);
					    u_xlat10.x = u_xlat10.x * u_xlat1.y;
					    u_xlat10.x = fract(u_xlat10.x);
					    u_xlat10.x = u_xlat10.x * u_xlat1.x;
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat10.x);
					    if(u_xlatb10){
					        u_xlat10.xy = u_xlat0.xy + _CameraDepthTexture_TexelSize.xy;
					        u_xlat1 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat2 = textureLod(_CameraDepthTexture, u_xlat1.xw, 0.0);
					        u_xlatb17 = 0.0<u_xlat2.x;
					        u_xlat2.yz = u_xlat1.xw;
					        u_xlat2.xyz = bool(u_xlatb17) ? u_xlat2.xyz : vec3(0.0, 0.0, 0.0);
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat1.yz, 0.0);
					        u_xlatb16 = u_xlat2.x<u_xlat3.x;
					        u_xlat1.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat1.xyz : u_xlat2.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = u_xlat0.xy + (-_CameraDepthTexture_TexelSize.xy);
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.yzx : u_xlat1.yzx;
					    } else {
					        u_xlat10.xy = u_xlat0.xy + _CameraDepthTexture_TexelSize.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat3.x<100000.0;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat3.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : vec3(100000.0, 0.0, 0.0);
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat3.x;
					        u_xlat2.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat3.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat10.xy = u_xlat0.xy + (-_CameraDepthTexture_TexelSize.xy);
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat2.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 1.0) + u_xlat0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat2.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat0.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -1.0) + u_xlat0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat0.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat4.xyz : u_xlat2.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat0.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat0.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat0.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat0.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat2.x;
					        u_xlat0.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat0.yzx : u_xlat2.yzx;
					    }
					    u_xlat0.x = min(u_xlat1.z, 0.999999881);
					    u_xlat0.x = max(u_xlat0.x, 1.00000001e-07);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xx * vec2(1.0, 255.0);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    SV_Target0.x = (-u_xlat0.y) * 0.00392156886 + u_xlat0.x;
					    SV_Target0.zw = (-u_xlat1.xy) + vec2(1.0, 1.0);
					    SV_Target0.y = u_xlat0.y;
					    gl_FragDepth = u_xlat1.z;
					    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[2];
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_2[9];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec2 u_xlat10;
					bool u_xlatb10;
					float u_xlat15;
					bool u_xlatb15;
					bool u_xlatb16;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat10.xy = u_xlat0.xy / _CameraDepthTexture_TexelSize.xy;
					    u_xlat10.xy = u_xlat10.xy * vec2(0.25, 0.25);
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat10.x = abs(u_xlat10.y) + abs(u_xlat10.x);
					    u_xlat15 = u_xlat10.x + u_xlat10.x;
					    u_xlatb15 = u_xlat15>=(-u_xlat15);
					    u_xlat1.xy = (bool(u_xlatb15)) ? vec2(2.0, 0.5) : vec2(-2.0, -0.5);
					    u_xlat10.x = u_xlat10.x * u_xlat1.y;
					    u_xlat10.x = fract(u_xlat10.x);
					    u_xlat10.x = u_xlat10.x * u_xlat1.x;
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat10.x);
					    if(u_xlatb10){
					        u_xlat10.xy = u_xlat0.xy + _CameraDepthTexture_TexelSize.xy;
					        u_xlat1 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat2 = textureLod(_CameraDepthTexture, u_xlat1.xw, 0.0);
					        u_xlatb17 = 0.0<u_xlat2.x;
					        u_xlat2.yz = u_xlat1.xw;
					        u_xlat2.xyz = bool(u_xlatb17) ? u_xlat2.xyz : vec3(0.0, 0.0, 0.0);
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat1.yz, 0.0);
					        u_xlatb16 = u_xlat2.x<u_xlat3.x;
					        u_xlat1.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat1.xyz : u_xlat2.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = u_xlat0.xy + (-_CameraDepthTexture_TexelSize.xy);
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.yzx : u_xlat1.yzx;
					    } else {
					        u_xlat10.xy = u_xlat0.xy + _CameraDepthTexture_TexelSize.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat3.x<100000.0;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat3.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : vec3(100000.0, 0.0, 0.0);
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat3.x;
					        u_xlat2.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat3.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat10.xy = u_xlat0.xy + (-_CameraDepthTexture_TexelSize.xy);
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat2.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 1.0) + u_xlat0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat4.xyz : u_xlat2.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb16 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat0.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -1.0) + u_xlat0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat0.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat4.xyz : u_xlat2.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat0.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb10 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat0.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat0.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat0.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat2.x;
					        u_xlat0.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat0.yzx : u_xlat2.yzx;
					    }
					    u_xlat0.x = min(u_xlat1.z, 0.999999881);
					    u_xlat0.x = max(u_xlat0.x, 1.00000001e-07);
					    u_xlat0.x = _ZBufferParams.x * u_xlat0.x + _ZBufferParams.y;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.xy = u_xlat0.xx * vec2(1.0, 255.0);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    SV_Target0.x = (-u_xlat0.y) * 0.00392156886 + u_xlat0.x;
					    SV_Target0.zw = (-u_xlat1.xy) + vec2(1.0, 1.0);
					    SV_Target0.y = u_xlat0.y;
					    gl_FragDepth = u_xlat1.z;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			Cull Off
			GpuProgramID 252072
			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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						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  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    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[2];
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_2[9];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec2 u_xlat10;
					bool u_xlatb10;
					float u_xlat15;
					bool u_xlatb15;
					bool u_xlatb16;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat10.xy = u_xlat0.xy / _CameraDepthTexture_TexelSize.xy;
					    u_xlat10.xy = u_xlat10.xy * vec2(0.125, 0.125);
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat10.x = abs(u_xlat10.y) + abs(u_xlat10.x);
					    u_xlat15 = u_xlat10.x + u_xlat10.x;
					    u_xlatb15 = u_xlat15>=(-u_xlat15);
					    u_xlat1.xy = (bool(u_xlatb15)) ? vec2(2.0, 0.5) : vec2(-2.0, -0.5);
					    u_xlat10.x = u_xlat10.x * u_xlat1.y;
					    u_xlat10.x = fract(u_xlat10.x);
					    u_xlat10.x = u_xlat10.x * u_xlat1.x;
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat10.x);
					    if(u_xlatb10){
					        u_xlat10.xy = u_xlat0.xy + _CameraDepthTexture_TexelSize.xy;
					        u_xlat1 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat2 = textureLod(_CameraDepthTexture, u_xlat1.xw, 0.0);
					        u_xlatb17 = 0.0<u_xlat2.x;
					        u_xlat2.yz = u_xlat1.xw;
					        u_xlat3.x = 0.0;
					        u_xlat3.yz = vs_TEXCOORD0.xy;
					        u_xlat2.xyz = (bool(u_xlatb17)) ? u_xlat2.xyz : u_xlat3.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat1.yz, 0.0);
					        u_xlatb16 = u_xlat2.x<u_xlat3.x;
					        u_xlat1.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat1.xyz : u_xlat2.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = u_xlat0.xy + (-_CameraDepthTexture_TexelSize.xy);
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, -3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, -3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, -3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, -1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, 1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, 3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, 3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, 3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, 1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat0.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, -1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat0.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat0.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat0.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat0.xy;
					        u_xlat2 = textureLod(_CameraDepthTexture, u_xlat0.yz, 0.0);
					        u_xlatb15 = u_xlat1.x<u_xlat2.x;
					        u_xlat0.x = u_xlat2.x;
					        u_xlat0.xyz = (bool(u_xlatb15)) ? u_xlat0.yzx : u_xlat1.yzx;
					    } else {
					        u_xlat1.xy = vs_TEXCOORD0.xy + _CameraDepthTexture_TexelSize.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat1.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb15 = u_xlat3.x<100000.0;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat4.x = 100000.0;
					        u_xlat4.yz = vs_TEXCOORD0.xy;
					        u_xlat3.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat4.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat3.x;
					        u_xlat2.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat3.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat1.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat1.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat1.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat1.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat2.x;
					        u_xlat1.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat1.xyz : u_xlat2.xyz;
					        u_xlat2.xy = vs_TEXCOORD0.xy + (-_CameraDepthTexture_TexelSize.xy);
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, -3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, -3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, -3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, -1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, 1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, 3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, 3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, 3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, 1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, -1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat0.xyz = (bool(u_xlatb15)) ? u_xlat2.yzx : u_xlat1.yzx;
					    }
					    u_xlat15 = min(u_xlat0.z, 0.999999881);
					    u_xlat15 = max(u_xlat15, 1.00000001e-07);
					    u_xlat15 = _ZBufferParams.x * u_xlat15 + _ZBufferParams.y;
					    u_xlat15 = float(1.0) / u_xlat15;
					    u_xlat1.xy = vec2(u_xlat15) * vec2(1.0, 255.0);
					    u_xlat1.xy = fract(u_xlat1.xy);
					    SV_Target0.x = (-u_xlat1.y) * 0.00392156886 + u_xlat1.x;
					    SV_Target0.zw = (-u_xlat0.xy) + vec2(1.0, 1.0);
					    SV_Target0.y = u_xlat1.y;
					    gl_FragDepth = u_xlat0.z;
					    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[2];
						vec4 _CameraDepthTexture_TexelSize;
						vec4 unused_0_2[9];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec2 u_xlat10;
					bool u_xlatb10;
					float u_xlat15;
					bool u_xlatb15;
					bool u_xlatb16;
					bool u_xlatb17;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww;
					    u_xlat10.xy = u_xlat0.xy / _CameraDepthTexture_TexelSize.xy;
					    u_xlat10.xy = u_xlat10.xy * vec2(0.125, 0.125);
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat10.x = abs(u_xlat10.y) + abs(u_xlat10.x);
					    u_xlat15 = u_xlat10.x + u_xlat10.x;
					    u_xlatb15 = u_xlat15>=(-u_xlat15);
					    u_xlat1.xy = (bool(u_xlatb15)) ? vec2(2.0, 0.5) : vec2(-2.0, -0.5);
					    u_xlat10.x = u_xlat10.x * u_xlat1.y;
					    u_xlat10.x = fract(u_xlat10.x);
					    u_xlat10.x = u_xlat10.x * u_xlat1.x;
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat10.x);
					    if(u_xlatb10){
					        u_xlat10.xy = u_xlat0.xy + _CameraDepthTexture_TexelSize.xy;
					        u_xlat1 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat2 = textureLod(_CameraDepthTexture, u_xlat1.xw, 0.0);
					        u_xlatb17 = 0.0<u_xlat2.x;
					        u_xlat2.yz = u_xlat1.xw;
					        u_xlat3.x = 0.0;
					        u_xlat3.yz = vs_TEXCOORD0.xy;
					        u_xlat2.xyz = (bool(u_xlatb17)) ? u_xlat2.xyz : u_xlat3.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat1.yz, 0.0);
					        u_xlatb16 = u_xlat2.x<u_xlat3.x;
					        u_xlat1.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat1.xyz : u_xlat2.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = u_xlat0.xy + (-_CameraDepthTexture_TexelSize.xy);
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, -3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, -3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, -3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, -1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, 1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, 3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, 3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, 3.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat10.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, 1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat10.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb16 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb16)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat10.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat0.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, -1.0) + u_xlat0.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat0.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat0.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb10 = u_xlat1.x<u_xlat3.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat0.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat0.xy;
					        u_xlat2 = textureLod(_CameraDepthTexture, u_xlat0.yz, 0.0);
					        u_xlatb15 = u_xlat1.x<u_xlat2.x;
					        u_xlat0.x = u_xlat2.x;
					        u_xlat0.xyz = (bool(u_xlatb15)) ? u_xlat0.yzx : u_xlat1.yzx;
					    } else {
					        u_xlat1.xy = vs_TEXCOORD0.xy + _CameraDepthTexture_TexelSize.xy;
					        u_xlat2 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat1.xxyy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.xw, 0.0);
					        u_xlatb15 = u_xlat3.x<100000.0;
					        u_xlat3.yz = u_xlat2.xw;
					        u_xlat4.x = 100000.0;
					        u_xlat4.yz = vs_TEXCOORD0.xy;
					        u_xlat3.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat4.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat3.x;
					        u_xlat2.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat3.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat1.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat2.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat2.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat2.xyz;
					        u_xlat1.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat1.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat1.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat2.x;
					        u_xlat1.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat1.xyz : u_xlat2.xyz;
					        u_xlat2.xy = vs_TEXCOORD0.xy + (-_CameraDepthTexture_TexelSize.xy);
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, -3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, -3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, -3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, -3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, -1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, 1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-3.0, 3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(-1.0, 3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(1.0, 3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, 3.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, 1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat2.xyz : u_xlat1.xyz;
					        u_xlat2.xy = _CameraDepthTexture_TexelSize.xy * vec2(3.0, -1.0) + vs_TEXCOORD0.xy;
					        u_xlat3 = _CameraDepthTexture_TexelSize.xxyy * vec4(-0.5, 0.5, -0.5, -0.5) + u_xlat2.xxyy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.xw, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat4.yz = u_xlat3.xw;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat1.xyz;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat3.yz = _CameraDepthTexture_TexelSize.xy * vec2(0.5, 0.5) + u_xlat2.xy;
					        u_xlat4 = textureLod(_CameraDepthTexture, u_xlat3.yz, 0.0);
					        u_xlatb15 = u_xlat4.x<u_xlat1.x;
					        u_xlat3.x = u_xlat4.x;
					        u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat1.xyz;
					        u_xlat2.yz = _CameraDepthTexture_TexelSize.xy * vec2(-0.5, 0.5) + u_xlat2.xy;
					        u_xlat3 = textureLod(_CameraDepthTexture, u_xlat2.yz, 0.0);
					        u_xlatb15 = u_xlat3.x<u_xlat1.x;
					        u_xlat2.x = u_xlat3.x;
					        u_xlat0.xyz = (bool(u_xlatb15)) ? u_xlat2.yzx : u_xlat1.yzx;
					    }
					    u_xlat15 = min(u_xlat0.z, 0.999999881);
					    u_xlat15 = max(u_xlat15, 1.00000001e-07);
					    u_xlat15 = _ZBufferParams.x * u_xlat15 + _ZBufferParams.y;
					    u_xlat15 = float(1.0) / u_xlat15;
					    u_xlat1.xy = vec2(u_xlat15) * vec2(1.0, 255.0);
					    u_xlat1.xy = fract(u_xlat1.xy);
					    SV_Target0.x = (-u_xlat1.y) * 0.00392156886 + u_xlat1.x;
					    SV_Target0.zw = (-u_xlat0.xy) + vec2(1.0, 1.0);
					    SV_Target0.y = u_xlat1.y;
					    gl_FragDepth = u_xlat0.z;
					    return;
					}"
				}
			}
		}
		Pass {
			ZTest Always
			Cull Off
			GpuProgramID 269036
			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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					in  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD0.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						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  vec4 in_POSITION0;
					out vec4 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati4;
					void main()
					{
					    gl_Position = in_POSITION0;
					    u_xlat0.x = in_POSITION0.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = in_POSITION0.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati4 = unity_StereoEyeIndex;
					    u_xlat1.xy = in_POSITION0.ww * unity_StereoScaleOffset[u_xlati4].zw;
					    vs_TEXCOORD0.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati4].xy + u_xlat1.xy;
					    vs_TEXCOORD0.zw = in_POSITION0.zw;
					    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 _MainTex_TexelSize;
						vec4 unused_0_2[8];
					};
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec2 u_xlat5;
					bool u_xlatb5;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / _MainTex_TexelSize.xy;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 0.5);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.x = abs(u_xlat0.y) + abs(u_xlat0.x);
					    u_xlat5.x = u_xlat0.x + u_xlat0.x;
					    u_xlatb5 = u_xlat5.x>=(-u_xlat5.x);
					    u_xlat5.xy = (bool(u_xlatb5)) ? vec2(2.0, 0.5) : vec2(-2.0, -0.5);
					    u_xlat0.x = u_xlat5.y * u_xlat0.x;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5.x;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    if(u_xlatb0){
					        u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, -0.5) + vs_TEXCOORD0.xyxy;
					        u_xlat1 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					        u_xlat0 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					        u_xlat5.xy = _MainTex_TexelSize.xy * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
					        u_xlat2 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					        u_xlat5.xy = _MainTex_TexelSize.xy * vec2(-0.5, 0.5) + vs_TEXCOORD0.xy;
					        u_xlat3 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					        u_xlat5.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat0.x = max(u_xlat5.x, u_xlat0.x);
					        u_xlat0.x = max(u_xlat0.x, u_xlat1.x);
					    } else {
					        u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, -0.5) + vs_TEXCOORD0.xyxy;
					        u_xlat2 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					        u_xlat1 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					        u_xlat5.xy = _MainTex_TexelSize.xy * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
					        u_xlat3 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					        u_xlat5.xy = _MainTex_TexelSize.xy * vec2(-0.5, 0.5) + vs_TEXCOORD0.xy;
					        u_xlat4 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					        u_xlat5.x = min(u_xlat3.x, u_xlat4.x);
					        u_xlat5.x = min(u_xlat5.x, u_xlat1.x);
					        u_xlat0.x = min(u_xlat5.x, u_xlat2.x);
					    }
					    SV_Target0.x = u_xlat0.x;
					    SV_Target0.yzw = vec3(0.0, 0.0, 0.0);
					    gl_FragDepth = u_xlat0.x;
					    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 _MainTex_TexelSize;
						vec4 unused_0_2[8];
					};
					uniform  sampler2D _MainTex;
					in  vec4 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec2 u_xlat5;
					bool u_xlatb5;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy / _MainTex_TexelSize.xy;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 0.5);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.x = abs(u_xlat0.y) + abs(u_xlat0.x);
					    u_xlat5.x = u_xlat0.x + u_xlat0.x;
					    u_xlatb5 = u_xlat5.x>=(-u_xlat5.x);
					    u_xlat5.xy = (bool(u_xlatb5)) ? vec2(2.0, 0.5) : vec2(-2.0, -0.5);
					    u_xlat0.x = u_xlat5.y * u_xlat0.x;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * u_xlat5.x;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    if(u_xlatb0){
					        u_xlat0 = _MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, -0.5) + vs_TEXCOORD0.xyxy;
					        u_xlat1 = textureLod(_MainTex, u_xlat0.xy, 0.0);
					        u_xlat0 = textureLod(_MainTex, u_xlat0.zw, 0.0);
					        u_xlat5.xy = _MainTex_TexelSize.xy * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
					        u_xlat2 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					        u_xlat5.xy = _MainTex_TexelSize.xy * vec2(-0.5, 0.5) + vs_TEXCOORD0.xy;
					        u_xlat3 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					        u_xlat5.x = max(u_xlat2.x, u_xlat3.x);
					        u_xlat0.x = max(u_xlat5.x, u_xlat0.x);
					        u_xlat0.x = max(u_xlat0.x, u_xlat1.x);
					    } else {
					        u_xlat1 = _MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, -0.5) + vs_TEXCOORD0.xyxy;
					        u_xlat2 = textureLod(_MainTex, u_xlat1.xy, 0.0);
					        u_xlat1 = textureLod(_MainTex, u_xlat1.zw, 0.0);
					        u_xlat5.xy = _MainTex_TexelSize.xy * vec2(0.5, 0.5) + vs_TEXCOORD0.xy;
					        u_xlat3 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					        u_xlat5.xy = _MainTex_TexelSize.xy * vec2(-0.5, 0.5) + vs_TEXCOORD0.xy;
					        u_xlat4 = textureLod(_MainTex, u_xlat5.xy, 0.0);
					        u_xlat5.x = min(u_xlat3.x, u_xlat4.x);
					        u_xlat5.x = min(u_xlat5.x, u_xlat1.x);
					        u_xlat0.x = min(u_xlat5.x, u_xlat2.x);
					    }
					    SV_Target0.x = u_xlat0.x;
					    SV_Target0.yzw = vec3(0.0, 0.0, 0.0);
					    gl_FragDepth = u_xlat0.x;
					    return;
					}"
				}
			}
		}
	}
}