Shader "Hidden/Advanced Night Vision - One pass" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}
	SubShader {
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			Fog {
				Mode Off
			}
			GpuProgramID 63721
			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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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 UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[8];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec2 u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					int u_xlati9;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat3 = _Time.y * 0.03125;
					    u_xlatb6 = u_xlat3>=(-u_xlat3);
					    u_xlat3 = fract(abs(u_xlat3));
					    u_xlat3 = (u_xlatb6) ? u_xlat3 : (-u_xlat3);
					    u_xlat0.yzw = vec3(u_xlat3) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat6.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat6.x;
					    u_xlat6.x = dot(u_xlat6.yy, vec2(12.9898005, 78.2330017));
					    u_xlat6.x = sin(u_xlat6.x);
					    u_xlat0.z = u_xlat6.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat3 = u_xlat0.x * u_xlat0.y;
					    u_xlat3 = floor(u_xlat3);
					    u_xlat0.x = u_xlat3 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat3 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat3;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati3 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati9 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati3 = (-u_xlati3) + u_xlati9;
					    u_xlat3 = float(u_xlati3);
					    u_xlat9 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat9) + abs(u_xlat0.x);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat9;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat3;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat3 = _DigitalTVNoiseThreshold;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * -0.0249999762 + 1.0;
					    u_xlatb3 = u_xlat3<u_xlat0.z;
					    u_xlat1.z = (u_xlatb3) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0 = texture(_MainTex, u_xlat1.xz);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec2 u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					int u_xlati9;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat3 = _Time.y * 0.03125;
					    u_xlatb6 = u_xlat3>=(-u_xlat3);
					    u_xlat3 = fract(abs(u_xlat3));
					    u_xlat3 = (u_xlatb6) ? u_xlat3 : (-u_xlat3);
					    u_xlat0.yzw = vec3(u_xlat3) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat6.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat6.x;
					    u_xlat6.x = dot(u_xlat6.yy, vec2(12.9898005, 78.2330017));
					    u_xlat6.x = sin(u_xlat6.x);
					    u_xlat0.z = u_xlat6.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat3 = u_xlat0.x * u_xlat0.y;
					    u_xlat3 = floor(u_xlat3);
					    u_xlat0.x = u_xlat3 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat3 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat3;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati3 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati9 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati3 = (-u_xlati3) + u_xlati9;
					    u_xlat3 = float(u_xlati3);
					    u_xlat9 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat9) + abs(u_xlat0.x);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat9;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat3;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat3 = _DigitalTVNoiseThreshold;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * -0.0249999762 + 1.0;
					    u_xlatb3 = u_xlat3<u_xlat0.z;
					    u_xlat1.z = (u_xlatb3) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0 = texture(_MainTex, u_xlat1.xz);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = exp2(u_xlat1);
					    u_xlat2 = u_xlat2 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat3.xyw = u_xlat1.xyw * u_xlat2.xyw;
					    u_xlat8.x = u_xlat3.y + u_xlat3.x;
					    u_xlat8.x = u_xlat1.z * u_xlat2.z + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x * 0.75;
					    u_xlat3.xyz = u_xlat8.xxx * _Tint.xyz;
					    u_xlat2 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat2 + u_xlat1;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = exp2(u_xlat1);
					    u_xlat2 = u_xlat2 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat3.xyw = u_xlat1.xyw * u_xlat2.xyw;
					    u_xlat8.x = u_xlat3.y + u_xlat3.x;
					    u_xlat8.x = u_xlat1.z * u_xlat2.z + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x * 0.75;
					    u_xlat3.xyz = u_xlat8.xxx * _Tint.xyz;
					    u_xlat2 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat2 + u_xlat1;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					bool u_xlatb5;
					vec3 u_xlat7;
					vec2 u_xlat10;
					bool u_xlatb10;
					vec2 u_xlat11;
					float u_xlat15;
					int u_xlati15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat5.x = _Time.y * 0.03125;
					    u_xlatb10 = u_xlat5.x>=(-u_xlat5.x);
					    u_xlat5.x = fract(abs(u_xlat5.x));
					    u_xlat5.x = (u_xlatb10) ? u_xlat5.x : (-u_xlat5.x);
					    u_xlat0.yzw = u_xlat5.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat10.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat10.x;
					    u_xlat10.x = dot(u_xlat10.yy, vec2(12.9898005, 78.2330017));
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat0.z = u_xlat10.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat5.x = u_xlat0.x * u_xlat0.y;
					    u_xlat5.x = floor(u_xlat5.x);
					    u_xlat0.x = u_xlat5.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat5.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat5.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati5 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati15 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati5 = (-u_xlati5) + u_xlati15;
					    u_xlat5.x = float(u_xlati5);
					    u_xlat15 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat15) + abs(u_xlat0.x);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat15;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat5.x;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat11.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat5.x = _DigitalTVNoiseThreshold;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.x = u_xlat5.x * -0.0249999762 + 1.0;
					    u_xlatb5 = u_xlat5.x<u_xlat0.z;
					    u_xlat2.z = (u_xlatb5) ? u_xlat0.x : u_xlat2.y;
					    u_xlat11.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat11.xy * _ScreenParams.xx;
					    u_xlat10.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat7.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat10.xy = u_xlat10.xy * u_xlat7.xy;
					    u_xlat0.xy = u_xlat10.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat3 = exp2(u_xlat1);
					    u_xlat3 = u_xlat3 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat4.xyw = u_xlat1.xyw * u_xlat3.xyw;
					    u_xlat10.x = u_xlat4.y + u_xlat4.x;
					    u_xlat10.x = u_xlat1.z * u_xlat3.z + u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * 0.75;
					    u_xlat4.xyz = u_xlat10.xxx * _Tint.xyz;
					    u_xlat3 = (-u_xlat1) + u_xlat4;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat7.xyz = (-u_xlat2.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat5.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat5.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat5.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat5.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					bool u_xlatb5;
					vec3 u_xlat7;
					vec2 u_xlat10;
					bool u_xlatb10;
					vec2 u_xlat11;
					float u_xlat15;
					int u_xlati15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat5.x = _Time.y * 0.03125;
					    u_xlatb10 = u_xlat5.x>=(-u_xlat5.x);
					    u_xlat5.x = fract(abs(u_xlat5.x));
					    u_xlat5.x = (u_xlatb10) ? u_xlat5.x : (-u_xlat5.x);
					    u_xlat0.yzw = u_xlat5.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat10.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat10.x;
					    u_xlat10.x = dot(u_xlat10.yy, vec2(12.9898005, 78.2330017));
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat0.z = u_xlat10.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat5.x = u_xlat0.x * u_xlat0.y;
					    u_xlat5.x = floor(u_xlat5.x);
					    u_xlat0.x = u_xlat5.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat5.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat5.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati5 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati15 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati5 = (-u_xlati5) + u_xlati15;
					    u_xlat5.x = float(u_xlati5);
					    u_xlat15 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat15) + abs(u_xlat0.x);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat15;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat5.x;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat11.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat5.x = _DigitalTVNoiseThreshold;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.x = u_xlat5.x * -0.0249999762 + 1.0;
					    u_xlatb5 = u_xlat5.x<u_xlat0.z;
					    u_xlat2.z = (u_xlatb5) ? u_xlat0.x : u_xlat2.y;
					    u_xlat11.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat11.xy * _ScreenParams.xx;
					    u_xlat10.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat7.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat10.xy = u_xlat10.xy * u_xlat7.xy;
					    u_xlat0.xy = u_xlat10.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat3 = exp2(u_xlat1);
					    u_xlat3 = u_xlat3 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat4.xyw = u_xlat1.xyw * u_xlat3.xyw;
					    u_xlat10.x = u_xlat4.y + u_xlat4.x;
					    u_xlat10.x = u_xlat1.z * u_xlat3.z + u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * 0.75;
					    u_xlat4.xyz = u_xlat10.xxx * _Tint.xyz;
					    u_xlat3 = (-u_xlat1) + u_xlat4;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat7.xyz = (-u_xlat2.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat5.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat5.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat5.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat5.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						vec4 unused_0_8[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat5;
					void main()
					{
					    u_xlat0.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat2.xyz = u_xlat0.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat0.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat0.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat0 = u_xlat0 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat0 = u_xlat0 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat0 = u_xlat0 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat0 = (-u_xlat1) + u_xlat0;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat0 + u_xlat1;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						vec4 unused_0_8[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat5;
					void main()
					{
					    u_xlat0.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat2.xyz = u_xlat0.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat0.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat0.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat0 = u_xlat0 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat0 = u_xlat0 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat0 = u_xlat0 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat0 = (-u_xlat1) + u_xlat0;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat0 + u_xlat1;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						vec4 unused_0_8;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[8];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec3 u_xlat5;
					vec2 u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					int u_xlati9;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat3 = _Time.y * 0.03125;
					    u_xlatb6 = u_xlat3>=(-u_xlat3);
					    u_xlat3 = fract(abs(u_xlat3));
					    u_xlat3 = (u_xlatb6) ? u_xlat3 : (-u_xlat3);
					    u_xlat0.yzw = vec3(u_xlat3) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat6.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat6.x;
					    u_xlat6.x = dot(u_xlat6.yy, vec2(12.9898005, 78.2330017));
					    u_xlat6.x = sin(u_xlat6.x);
					    u_xlat0.z = u_xlat6.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat3 = u_xlat0.x * u_xlat0.y;
					    u_xlat3 = floor(u_xlat3);
					    u_xlat0.x = u_xlat3 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat3 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat3;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati3 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati9 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati3 = (-u_xlati3) + u_xlati9;
					    u_xlat3 = float(u_xlati3);
					    u_xlat9 = (-unused_0_8.w) + 1.0;
					    u_xlat0.x = (-u_xlat9) + abs(u_xlat0.x);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat9;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat3;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat3 = unused_0_8.w;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * -0.0249999762 + 1.0;
					    u_xlatb3 = u_xlat3<u_xlat0.z;
					    u_xlat1.z = (u_xlatb3) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0 = texture(_MainTex, u_xlat1.xz);
					    u_xlat1.xyz = exp2(u_xlat0.xyz);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat0) + u_xlat1;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						vec4 unused_0_8;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec3 u_xlat5;
					vec2 u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					int u_xlati9;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat3 = _Time.y * 0.03125;
					    u_xlatb6 = u_xlat3>=(-u_xlat3);
					    u_xlat3 = fract(abs(u_xlat3));
					    u_xlat3 = (u_xlatb6) ? u_xlat3 : (-u_xlat3);
					    u_xlat0.yzw = vec3(u_xlat3) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat6.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat6.x;
					    u_xlat6.x = dot(u_xlat6.yy, vec2(12.9898005, 78.2330017));
					    u_xlat6.x = sin(u_xlat6.x);
					    u_xlat0.z = u_xlat6.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat3 = u_xlat0.x * u_xlat0.y;
					    u_xlat3 = floor(u_xlat3);
					    u_xlat0.x = u_xlat3 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat3 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat3;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati3 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati9 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati3 = (-u_xlati3) + u_xlati9;
					    u_xlat3 = float(u_xlati3);
					    u_xlat9 = (-unused_0_8.w) + 1.0;
					    u_xlat0.x = (-u_xlat9) + abs(u_xlat0.x);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat9;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat3;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat3 = unused_0_8.w;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * -0.0249999762 + 1.0;
					    u_xlatb3 = u_xlat3<u_xlat0.z;
					    u_xlat1.z = (u_xlatb3) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0 = texture(_MainTex, u_xlat1.xz);
					    u_xlat1.xyz = exp2(u_xlat0.xyz);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat0) + u_xlat1;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						vec4 unused_0_10[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat3.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.w = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat3.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat3.xyz + u_xlat8.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat2) + u_xlat1;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat2;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						vec4 unused_0_10[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat3.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.w = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat3.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat3.xyz + u_xlat8.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat2) + u_xlat1;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat2;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec3 u_xlat6;
					vec2 u_xlat8;
					bool u_xlatb8;
					vec2 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4.x = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4.x>=(-u_xlat4.x);
					    u_xlat4.x = fract(abs(u_xlat4.x));
					    u_xlat4.x = (u_xlatb8) ? u_xlat4.x : (-u_xlat4.x);
					    u_xlat0.yzw = u_xlat4.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4.x = u_xlat0.x * u_xlat0.y;
					    u_xlat4.x = floor(u_xlat4.x);
					    u_xlat0.x = u_xlat4.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4.x = float(u_xlati4);
					    u_xlat12 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat12) + abs(u_xlat0.x);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat9.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat4.x = _DigitalTVNoiseThreshold;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.x = u_xlat4.x * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4.x<u_xlat0.z;
					    u_xlat2.z = (u_xlatb4) ? u_xlat0.x : u_xlat2.y;
					    u_xlat9.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat9.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat6.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat6.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat6.xyz = exp2(u_xlat1.xyz);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat6.xyz = u_xlat1.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat3.w = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat6.xyz = u_xlat3.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat6.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat6.xyz = u_xlat3.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat6.xyz + u_xlat8.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat6.xyz = (-u_xlat2.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat6.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec3 u_xlat6;
					vec2 u_xlat8;
					bool u_xlatb8;
					vec2 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4.x = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4.x>=(-u_xlat4.x);
					    u_xlat4.x = fract(abs(u_xlat4.x));
					    u_xlat4.x = (u_xlatb8) ? u_xlat4.x : (-u_xlat4.x);
					    u_xlat0.yzw = u_xlat4.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4.x = u_xlat0.x * u_xlat0.y;
					    u_xlat4.x = floor(u_xlat4.x);
					    u_xlat0.x = u_xlat4.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4.x = float(u_xlati4);
					    u_xlat12 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat12) + abs(u_xlat0.x);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat9.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat4.x = _DigitalTVNoiseThreshold;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.x = u_xlat4.x * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4.x<u_xlat0.z;
					    u_xlat2.z = (u_xlatb4) ? u_xlat0.x : u_xlat2.y;
					    u_xlat9.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat9.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat6.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat6.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat6.xyz = exp2(u_xlat1.xyz);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat6.xyz = u_xlat1.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat3.w = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat6.xyz = u_xlat3.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat6.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat6.xyz = u_xlat3.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat6.xyz + u_xlat8.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat6.xyz = (-u_xlat2.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat6.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5[3];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[8];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec2 u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					int u_xlati9;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat3 = _Time.y * 0.03125;
					    u_xlatb6 = u_xlat3>=(-u_xlat3);
					    u_xlat3 = fract(abs(u_xlat3));
					    u_xlat3 = (u_xlatb6) ? u_xlat3 : (-u_xlat3);
					    u_xlat0.yzw = vec3(u_xlat3) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat6.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat6.x;
					    u_xlat6.x = dot(u_xlat6.yy, vec2(12.9898005, 78.2330017));
					    u_xlat6.x = sin(u_xlat6.x);
					    u_xlat0.z = u_xlat6.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat3 = u_xlat0.x * u_xlat0.y;
					    u_xlat3 = floor(u_xlat3);
					    u_xlat0.x = u_xlat3 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat3 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat3;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati3 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati9 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati3 = (-u_xlati3) + u_xlati9;
					    u_xlat3 = float(u_xlati3);
					    u_xlat9 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat9) + abs(u_xlat0.x);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat9;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat3;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat3 = _DigitalTVNoiseThreshold;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * -0.0249999762 + 1.0;
					    u_xlatb3 = u_xlat3<u_xlat0.z;
					    u_xlat1.z = (u_xlatb3) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0 = texture(_MainTex, u_xlat1.xz);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec2 u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					int u_xlati9;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat3 = _Time.y * 0.03125;
					    u_xlatb6 = u_xlat3>=(-u_xlat3);
					    u_xlat3 = fract(abs(u_xlat3));
					    u_xlat3 = (u_xlatb6) ? u_xlat3 : (-u_xlat3);
					    u_xlat0.yzw = vec3(u_xlat3) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat6.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat6.x;
					    u_xlat6.x = dot(u_xlat6.yy, vec2(12.9898005, 78.2330017));
					    u_xlat6.x = sin(u_xlat6.x);
					    u_xlat0.z = u_xlat6.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat3 = u_xlat0.x * u_xlat0.y;
					    u_xlat3 = floor(u_xlat3);
					    u_xlat0.x = u_xlat3 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat3 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat3;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati3 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati9 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati3 = (-u_xlati3) + u_xlati9;
					    u_xlat3 = float(u_xlati3);
					    u_xlat9 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat9) + abs(u_xlat0.x);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat9;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat3;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat3 = _DigitalTVNoiseThreshold;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * -0.0249999762 + 1.0;
					    u_xlatb3 = u_xlat3<u_xlat0.z;
					    u_xlat1.z = (u_xlatb3) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0 = texture(_MainTex, u_xlat1.xz);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = exp2(u_xlat1);
					    u_xlat2 = u_xlat2 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat3.xyw = u_xlat1.xyw * u_xlat2.xyw;
					    u_xlat8.x = u_xlat3.y + u_xlat3.x;
					    u_xlat8.x = u_xlat1.z * u_xlat2.z + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x * 0.75;
					    u_xlat3.xyz = u_xlat8.xxx * _Tint.xyz;
					    u_xlat2 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat2 + u_xlat1;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						vec4 unused_0_7[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = exp2(u_xlat1);
					    u_xlat2 = u_xlat2 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat3.xyw = u_xlat1.xyw * u_xlat2.xyw;
					    u_xlat8.x = u_xlat3.y + u_xlat3.x;
					    u_xlat8.x = u_xlat1.z * u_xlat2.z + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x * 0.75;
					    u_xlat3.xyz = u_xlat8.xxx * _Tint.xyz;
					    u_xlat2 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat2 + u_xlat1;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					bool u_xlatb5;
					vec3 u_xlat7;
					vec2 u_xlat10;
					bool u_xlatb10;
					vec2 u_xlat11;
					float u_xlat15;
					int u_xlati15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat5.x = _Time.y * 0.03125;
					    u_xlatb10 = u_xlat5.x>=(-u_xlat5.x);
					    u_xlat5.x = fract(abs(u_xlat5.x));
					    u_xlat5.x = (u_xlatb10) ? u_xlat5.x : (-u_xlat5.x);
					    u_xlat0.yzw = u_xlat5.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat10.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat10.x;
					    u_xlat10.x = dot(u_xlat10.yy, vec2(12.9898005, 78.2330017));
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat0.z = u_xlat10.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat5.x = u_xlat0.x * u_xlat0.y;
					    u_xlat5.x = floor(u_xlat5.x);
					    u_xlat0.x = u_xlat5.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat5.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat5.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati5 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati15 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati5 = (-u_xlati5) + u_xlati15;
					    u_xlat5.x = float(u_xlati5);
					    u_xlat15 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat15) + abs(u_xlat0.x);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat15;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat5.x;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat11.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat5.x = _DigitalTVNoiseThreshold;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.x = u_xlat5.x * -0.0249999762 + 1.0;
					    u_xlatb5 = u_xlat5.x<u_xlat0.z;
					    u_xlat2.z = (u_xlatb5) ? u_xlat0.x : u_xlat2.y;
					    u_xlat11.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat11.xy * _ScreenParams.xx;
					    u_xlat10.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat7.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat10.xy = u_xlat10.xy * u_xlat7.xy;
					    u_xlat0.xy = u_xlat10.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat3 = exp2(u_xlat1);
					    u_xlat3 = u_xlat3 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat4.xyw = u_xlat1.xyw * u_xlat3.xyw;
					    u_xlat10.x = u_xlat4.y + u_xlat4.x;
					    u_xlat10.x = u_xlat1.z * u_xlat3.z + u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * 0.75;
					    u_xlat4.xyz = u_xlat10.xxx * _Tint.xyz;
					    u_xlat3 = (-u_xlat1) + u_xlat4;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat7.xyz = (-u_xlat2.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat5.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat5.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat5.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat5.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					int u_xlati5;
					bool u_xlatb5;
					vec3 u_xlat7;
					vec2 u_xlat10;
					bool u_xlatb10;
					vec2 u_xlat11;
					float u_xlat15;
					int u_xlati15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat5.x = _Time.y * 0.03125;
					    u_xlatb10 = u_xlat5.x>=(-u_xlat5.x);
					    u_xlat5.x = fract(abs(u_xlat5.x));
					    u_xlat5.x = (u_xlatb10) ? u_xlat5.x : (-u_xlat5.x);
					    u_xlat0.yzw = u_xlat5.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat10.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat10.x;
					    u_xlat10.x = dot(u_xlat10.yy, vec2(12.9898005, 78.2330017));
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat0.z = u_xlat10.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat5.x = u_xlat0.x * u_xlat0.y;
					    u_xlat5.x = floor(u_xlat5.x);
					    u_xlat0.x = u_xlat5.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat5.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat5.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati5 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati15 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati5 = (-u_xlati5) + u_xlati15;
					    u_xlat5.x = float(u_xlati5);
					    u_xlat15 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat15) + abs(u_xlat0.x);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat15;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat5.x;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat11.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat5.x = _DigitalTVNoiseThreshold;
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat5.x = u_xlat5.x * -0.0249999762 + 1.0;
					    u_xlatb5 = u_xlat5.x<u_xlat0.z;
					    u_xlat2.z = (u_xlatb5) ? u_xlat0.x : u_xlat2.y;
					    u_xlat11.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat11.xy * _ScreenParams.xx;
					    u_xlat10.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat7.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat10.xy = u_xlat10.xy * u_xlat7.xy;
					    u_xlat0.xy = u_xlat10.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat3 = exp2(u_xlat1);
					    u_xlat3 = u_xlat3 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat4.xyw = u_xlat1.xyw * u_xlat3.xyw;
					    u_xlat10.x = u_xlat4.y + u_xlat4.x;
					    u_xlat10.x = u_xlat1.z * u_xlat3.z + u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * 0.75;
					    u_xlat4.xyz = u_xlat10.xxx * _Tint.xyz;
					    u_xlat3 = (-u_xlat1) + u_xlat4;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat7.xyz = (-u_xlat2.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat5.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat5.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat5.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat5.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						vec4 unused_0_8[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat5;
					void main()
					{
					    u_xlat0.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat2.xyz = u_xlat0.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat0.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat0.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat0 = u_xlat0 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat0 = u_xlat0 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat0 = u_xlat0 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat0 = (-u_xlat1) + u_xlat0;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat0 + u_xlat1;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						vec4 unused_0_8[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat5;
					void main()
					{
					    u_xlat0.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat2.xyz = u_xlat0.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat0.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat0.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat0 = u_xlat0 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat0 = u_xlat0 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat0 = u_xlat0 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat0 = (-u_xlat1) + u_xlat0;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat0 + u_xlat1;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						vec4 unused_0_8;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[8];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec3 u_xlat5;
					vec2 u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					int u_xlati9;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat3 = _Time.y * 0.03125;
					    u_xlatb6 = u_xlat3>=(-u_xlat3);
					    u_xlat3 = fract(abs(u_xlat3));
					    u_xlat3 = (u_xlatb6) ? u_xlat3 : (-u_xlat3);
					    u_xlat0.yzw = vec3(u_xlat3) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat6.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat6.x;
					    u_xlat6.x = dot(u_xlat6.yy, vec2(12.9898005, 78.2330017));
					    u_xlat6.x = sin(u_xlat6.x);
					    u_xlat0.z = u_xlat6.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat3 = u_xlat0.x * u_xlat0.y;
					    u_xlat3 = floor(u_xlat3);
					    u_xlat0.x = u_xlat3 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat3 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat3;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati3 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati9 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati3 = (-u_xlati3) + u_xlati9;
					    u_xlat3 = float(u_xlati3);
					    u_xlat9 = (-unused_0_8.w) + 1.0;
					    u_xlat0.x = (-u_xlat9) + abs(u_xlat0.x);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat9;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat3;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat3 = unused_0_8.w;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * -0.0249999762 + 1.0;
					    u_xlatb3 = u_xlat3<u_xlat0.z;
					    u_xlat1.z = (u_xlatb3) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0 = texture(_MainTex, u_xlat1.xz);
					    u_xlat1.xyz = exp2(u_xlat0.xyz);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat0) + u_xlat1;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						vec4 unused_0_8;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					int u_xlati3;
					bool u_xlatb3;
					vec3 u_xlat5;
					vec2 u_xlat6;
					bool u_xlatb6;
					float u_xlat9;
					int u_xlati9;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat3 = _Time.y * 0.03125;
					    u_xlatb6 = u_xlat3>=(-u_xlat3);
					    u_xlat3 = fract(abs(u_xlat3));
					    u_xlat3 = (u_xlatb6) ? u_xlat3 : (-u_xlat3);
					    u_xlat0.yzw = vec3(u_xlat3) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat6.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat6.x;
					    u_xlat6.x = dot(u_xlat6.yy, vec2(12.9898005, 78.2330017));
					    u_xlat6.x = sin(u_xlat6.x);
					    u_xlat0.z = u_xlat6.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat3 = u_xlat0.x * u_xlat0.y;
					    u_xlat3 = floor(u_xlat3);
					    u_xlat0.x = u_xlat3 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat3 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat3;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati3 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati9 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati3 = (-u_xlati3) + u_xlati9;
					    u_xlat3 = float(u_xlati3);
					    u_xlat9 = (-unused_0_8.w) + 1.0;
					    u_xlat0.x = (-u_xlat9) + abs(u_xlat0.x);
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat9;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat3;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat3 = unused_0_8.w;
					    u_xlat3 = clamp(u_xlat3, 0.0, 1.0);
					    u_xlat3 = u_xlat3 * -0.0249999762 + 1.0;
					    u_xlatb3 = u_xlat3<u_xlat0.z;
					    u_xlat1.z = (u_xlatb3) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0 = texture(_MainTex, u_xlat1.xz);
					    u_xlat1.xyz = exp2(u_xlat0.xyz);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat0) + u_xlat1;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.w = u_xlat0.w;
					    u_xlat0.w = clamp(u_xlat0.w, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						vec4 unused_0_10[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat3.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.w = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat3.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat3.xyz + u_xlat8.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat2) + u_xlat1;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat2;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						vec4 unused_0_10[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat3.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.w = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat3.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat3.xyz + u_xlat8.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat2) + u_xlat1;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat2;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec3 u_xlat6;
					vec2 u_xlat8;
					bool u_xlatb8;
					vec2 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4.x = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4.x>=(-u_xlat4.x);
					    u_xlat4.x = fract(abs(u_xlat4.x));
					    u_xlat4.x = (u_xlatb8) ? u_xlat4.x : (-u_xlat4.x);
					    u_xlat0.yzw = u_xlat4.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4.x = u_xlat0.x * u_xlat0.y;
					    u_xlat4.x = floor(u_xlat4.x);
					    u_xlat0.x = u_xlat4.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4.x = float(u_xlati4);
					    u_xlat12 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat12) + abs(u_xlat0.x);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat9.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat4.x = _DigitalTVNoiseThreshold;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.x = u_xlat4.x * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4.x<u_xlat0.z;
					    u_xlat2.z = (u_xlatb4) ? u_xlat0.x : u_xlat2.y;
					    u_xlat9.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat9.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat6.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat6.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat6.xyz = exp2(u_xlat1.xyz);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat6.xyz = u_xlat1.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat3.w = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat6.xyz = u_xlat3.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat6.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat6.xyz = u_xlat3.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat6.xyz + u_xlat8.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat6.xyz = (-u_xlat2.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat6.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_NONE" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec3 u_xlat6;
					vec2 u_xlat8;
					bool u_xlatb8;
					vec2 u_xlat9;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4.x = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4.x>=(-u_xlat4.x);
					    u_xlat4.x = fract(abs(u_xlat4.x));
					    u_xlat4.x = (u_xlatb8) ? u_xlat4.x : (-u_xlat4.x);
					    u_xlat0.yzw = u_xlat4.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4.x = u_xlat0.x * u_xlat0.y;
					    u_xlat4.x = floor(u_xlat4.x);
					    u_xlat0.x = u_xlat4.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4.x = float(u_xlati4);
					    u_xlat12 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat12) + abs(u_xlat0.x);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat9.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat4.x = _DigitalTVNoiseThreshold;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.x = u_xlat4.x * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4.x<u_xlat0.z;
					    u_xlat2.z = (u_xlatb4) ? u_xlat0.x : u_xlat2.y;
					    u_xlat9.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat9.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat6.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat6.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat6.xyz = exp2(u_xlat1.xyz);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat6.xyz = u_xlat1.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat3.w = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat6.xyz = u_xlat3.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat6.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat6.xyz = u_xlat3.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat6.xyz + u_xlat8.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat6.xyz = (-u_xlat2.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat6.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat1.w = u_xlat1.w;
					    u_xlat1.w = clamp(u_xlat1.w, 0.0, 1.0);
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0 = u_xlat1 + u_xlat1;
					    SV_Target0 = (-u_xlat1) * u_xlat1 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_8;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat4;
					float u_xlat7;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat1.x = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat1.xy = u_xlat1.xy * vec2(3.07867002, 3.07867002);
					    u_xlat1.xy = cos(u_xlat1.xy);
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat7 = _VignetteScale * 0.25;
					    u_xlat1.xy = u_xlat1.xy * vec2(u_xlat7);
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat1.x = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_8;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat4;
					float u_xlat7;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat1.x = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat1.xy = u_xlat1.xy * vec2(3.07867002, 3.07867002);
					    u_xlat1.xy = cos(u_xlat1.xy);
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat7 = _VignetteScale * 0.25;
					    u_xlat1.xy = u_xlat1.xy * vec2(u_xlat7);
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat1.x = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[8];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec2 u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec2 u_xlat8;
					bool u_xlatb8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4.x = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4.x>=(-u_xlat4.x);
					    u_xlat4.x = fract(abs(u_xlat4.x));
					    u_xlat4.x = (u_xlatb8) ? u_xlat4.x : (-u_xlat4.x);
					    u_xlat0.yzw = u_xlat4.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4.x = u_xlat0.x * u_xlat0.y;
					    u_xlat4.x = floor(u_xlat4.x);
					    u_xlat0.x = u_xlat4.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4.x = float(u_xlati4);
					    u_xlat12 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat12) + abs(u_xlat0.x);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat4.x = _DigitalTVNoiseThreshold;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.x = u_xlat4.x * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4.x<u_xlat0.z;
					    u_xlat1.z = (u_xlatb4) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0.x = u_xlat1.z * 4.0;
					    u_xlat4.x = (-u_xlat1.z) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, u_xlat1.xz);
					    u_xlat4.xy = u_xlat1.xz + vec2(-0.5, -0.5);
					    u_xlat4.xy = u_xlat4.xy * vec2(3.07867002, 3.07867002);
					    u_xlat4.xy = cos(u_xlat4.xy);
					    u_xlat4.xy = log2(u_xlat4.xy);
					    u_xlat1 = exp2(u_xlat2);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat3.xyw = u_xlat1.xyw * u_xlat2.xyw;
					    u_xlat12 = u_xlat3.y + u_xlat3.x;
					    u_xlat12 = u_xlat2.z * u_xlat1.z + u_xlat12;
					    u_xlat12 = u_xlat12 * 0.75;
					    u_xlat3.xyz = vec3(u_xlat12) * _Tint.xyz;
					    u_xlat1 = (-u_xlat2) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat2;
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0.x = _VignetteScale * 0.25;
					    u_xlat0.xy = u_xlat4.xy * u_xlat0.xx;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = u_xlat0.y * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec2 u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec2 u_xlat8;
					bool u_xlatb8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4.x = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4.x>=(-u_xlat4.x);
					    u_xlat4.x = fract(abs(u_xlat4.x));
					    u_xlat4.x = (u_xlatb8) ? u_xlat4.x : (-u_xlat4.x);
					    u_xlat0.yzw = u_xlat4.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4.x = u_xlat0.x * u_xlat0.y;
					    u_xlat4.x = floor(u_xlat4.x);
					    u_xlat0.x = u_xlat4.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4.x = float(u_xlati4);
					    u_xlat12 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat12) + abs(u_xlat0.x);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat4.x = _DigitalTVNoiseThreshold;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.x = u_xlat4.x * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4.x<u_xlat0.z;
					    u_xlat1.z = (u_xlatb4) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0.x = u_xlat1.z * 4.0;
					    u_xlat4.x = (-u_xlat1.z) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, u_xlat1.xz);
					    u_xlat4.xy = u_xlat1.xz + vec2(-0.5, -0.5);
					    u_xlat4.xy = u_xlat4.xy * vec2(3.07867002, 3.07867002);
					    u_xlat4.xy = cos(u_xlat4.xy);
					    u_xlat4.xy = log2(u_xlat4.xy);
					    u_xlat1 = exp2(u_xlat2);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat3.xyw = u_xlat1.xyw * u_xlat2.xyw;
					    u_xlat12 = u_xlat3.y + u_xlat3.x;
					    u_xlat12 = u_xlat2.z * u_xlat1.z + u_xlat12;
					    u_xlat12 = u_xlat12 * 0.75;
					    u_xlat3.xyz = vec3(u_xlat12) * _Tint.xyz;
					    u_xlat1 = (-u_xlat2) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat2;
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0.x = _VignetteScale * 0.25;
					    u_xlat0.xy = u_xlat4.xy * u_xlat0.xx;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = u_xlat0.y * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_9;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					float u_xlat9;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = exp2(u_xlat1);
					    u_xlat2 = u_xlat2 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat3.xyw = u_xlat1.xyw * u_xlat2.xyw;
					    u_xlat8.x = u_xlat3.y + u_xlat3.x;
					    u_xlat8.x = u_xlat1.z * u_xlat2.z + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x * 0.75;
					    u_xlat3.xyz = u_xlat8.xxx * _Tint.xyz;
					    u_xlat2 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat2 + u_xlat1;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat1.xy = u_xlat1.xy * vec2(3.07867002, 3.07867002);
					    u_xlat1.xy = cos(u_xlat1.xy);
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat9 = _VignetteScale * 0.25;
					    u_xlat1.xy = u_xlat1.xy * vec2(u_xlat9);
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat1.x = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_9;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					float u_xlat9;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = exp2(u_xlat1);
					    u_xlat2 = u_xlat2 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat3.xyw = u_xlat1.xyw * u_xlat2.xyw;
					    u_xlat8.x = u_xlat3.y + u_xlat3.x;
					    u_xlat8.x = u_xlat1.z * u_xlat2.z + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x * 0.75;
					    u_xlat3.xyz = u_xlat8.xxx * _Tint.xyz;
					    u_xlat2 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat2 + u_xlat1;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat1.xy = u_xlat1.xy * vec2(3.07867002, 3.07867002);
					    u_xlat1.xy = cos(u_xlat1.xy);
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat9 = _VignetteScale * 0.25;
					    u_xlat1.xy = u_xlat1.xy * vec2(u_xlat9);
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat1.x = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec2 u_xlat10;
					bool u_xlatb10;
					vec2 u_xlat11;
					float u_xlat15;
					int u_xlati15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat5 = _Time.y * 0.03125;
					    u_xlatb10 = u_xlat5>=(-u_xlat5);
					    u_xlat5 = fract(abs(u_xlat5));
					    u_xlat5 = (u_xlatb10) ? u_xlat5 : (-u_xlat5);
					    u_xlat0.yzw = vec3(u_xlat5) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat10.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat10.x;
					    u_xlat10.x = dot(u_xlat10.yy, vec2(12.9898005, 78.2330017));
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat0.z = u_xlat10.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat5 = u_xlat0.x * u_xlat0.y;
					    u_xlat5 = floor(u_xlat5);
					    u_xlat0.x = u_xlat5 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat5 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat5;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati5 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati15 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati5 = (-u_xlati5) + u_xlati15;
					    u_xlat5 = float(u_xlati5);
					    u_xlat15 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat15) + abs(u_xlat0.x);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat15;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat11.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat5 = (-u_xlat2.y) + 1.0;
					    u_xlat2.z = (u_xlatb0) ? u_xlat5 : u_xlat2.y;
					    u_xlat11.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat11.xy * _ScreenParams.xx;
					    u_xlat10.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat10.xy = u_xlat10.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat10.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat10.xy = u_xlat2.xz + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat10.xy * vec2(3.07867002, 3.07867002);
					    u_xlat10.xy = cos(u_xlat10.xy);
					    u_xlat10.xy = log2(u_xlat10.xy);
					    u_xlat3 = exp2(u_xlat1);
					    u_xlat3 = u_xlat3 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat4.xyw = u_xlat1.xyw * u_xlat3.xyw;
					    u_xlat2.x = u_xlat4.y + u_xlat4.x;
					    u_xlat2.x = u_xlat1.z * u_xlat3.z + u_xlat2.x;
					    u_xlat2.x = u_xlat2.x * 0.75;
					    u_xlat4.xyz = u_xlat2.xxx * _Tint.xyz;
					    u_xlat3 = (-u_xlat1) + u_xlat4;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xxx);
					    u_xlat2.xyw = u_xlat3.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyw + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyw = u_xlat1.xyz * u_xlat2.xyw;
					    u_xlat3.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat2.xyw;
					    u_xlatb2.xyw = lessThan(u_xlat2.xyxw, vec4(0.5, 0.5, 0.0, 0.5)).xyw;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat4.x : u_xlat3.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat4.y : u_xlat3.y;
					    u_xlat1.z = (u_xlatb2.w) ? u_xlat4.z : u_xlat3.z;
					    u_xlat0.x = u_xlat2.z * 4.0;
					    u_xlat5 = (-u_xlat2.z) + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat1 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0.x = _VignetteScale * 0.25;
					    u_xlat0.xy = u_xlat10.xy * u_xlat0.xx;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = u_xlat0.y * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec2 u_xlat10;
					bool u_xlatb10;
					vec2 u_xlat11;
					float u_xlat15;
					int u_xlati15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat5 = _Time.y * 0.03125;
					    u_xlatb10 = u_xlat5>=(-u_xlat5);
					    u_xlat5 = fract(abs(u_xlat5));
					    u_xlat5 = (u_xlatb10) ? u_xlat5 : (-u_xlat5);
					    u_xlat0.yzw = vec3(u_xlat5) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat10.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat10.x;
					    u_xlat10.x = dot(u_xlat10.yy, vec2(12.9898005, 78.2330017));
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat0.z = u_xlat10.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat5 = u_xlat0.x * u_xlat0.y;
					    u_xlat5 = floor(u_xlat5);
					    u_xlat0.x = u_xlat5 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat5 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat5;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati5 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati15 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati5 = (-u_xlati5) + u_xlati15;
					    u_xlat5 = float(u_xlati5);
					    u_xlat15 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat15) + abs(u_xlat0.x);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat15;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat11.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat5 = (-u_xlat2.y) + 1.0;
					    u_xlat2.z = (u_xlatb0) ? u_xlat5 : u_xlat2.y;
					    u_xlat11.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat11.xy * _ScreenParams.xx;
					    u_xlat10.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat10.xy = u_xlat10.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat10.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat10.xy = u_xlat2.xz + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat10.xy * vec2(3.07867002, 3.07867002);
					    u_xlat10.xy = cos(u_xlat10.xy);
					    u_xlat10.xy = log2(u_xlat10.xy);
					    u_xlat3 = exp2(u_xlat1);
					    u_xlat3 = u_xlat3 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat4.xyw = u_xlat1.xyw * u_xlat3.xyw;
					    u_xlat2.x = u_xlat4.y + u_xlat4.x;
					    u_xlat2.x = u_xlat1.z * u_xlat3.z + u_xlat2.x;
					    u_xlat2.x = u_xlat2.x * 0.75;
					    u_xlat4.xyz = u_xlat2.xxx * _Tint.xyz;
					    u_xlat3 = (-u_xlat1) + u_xlat4;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xxx);
					    u_xlat2.xyw = u_xlat3.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyw + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyw = u_xlat1.xyz * u_xlat2.xyw;
					    u_xlat3.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat2.xyw;
					    u_xlatb2.xyw = lessThan(u_xlat2.xyxw, vec4(0.5, 0.5, 0.0, 0.5)).xyw;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat4.x : u_xlat3.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat4.y : u_xlat3.y;
					    u_xlat1.z = (u_xlatb2.w) ? u_xlat4.z : u_xlat3.z;
					    u_xlat0.x = u_xlat2.z * 4.0;
					    u_xlat5 = (-u_xlat2.z) + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat1 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0.x = _VignetteScale * 0.25;
					    u_xlat0.xy = u_xlat10.xy * u_xlat0.xx;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = u_xlat0.y * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_10;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					void main()
					{
					    u_xlat0.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat2.xyz = u_xlat0.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat0.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat0.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat0 = u_xlat0 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat0 = u_xlat0 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat0 = u_xlat0 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat0 = (-u_xlat1) + u_xlat0;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat0 + u_xlat1;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat1.x = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat1.xy = u_xlat1.xy * vec2(3.07867002, 3.07867002);
					    u_xlat1.xy = cos(u_xlat1.xy);
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat7 = _VignetteScale * 0.25;
					    u_xlat1.xy = u_xlat1.xy * vec2(u_xlat7);
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat1.x = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_10;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					void main()
					{
					    u_xlat0.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat2.xyz = u_xlat0.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat0.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat0.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat0 = u_xlat0 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat0 = u_xlat0 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat0 = u_xlat0 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat0 = (-u_xlat1) + u_xlat0;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat0 + u_xlat1;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat1.x = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat1.xy = u_xlat1.xy * vec2(3.07867002, 3.07867002);
					    u_xlat1.xy = cos(u_xlat1.xy);
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat7 = _VignetteScale * 0.25;
					    u_xlat1.xy = u_xlat1.xy * vec2(u_xlat7);
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat1.x = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[8];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec2 u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec2 u_xlat8;
					bool u_xlatb8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4.x = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4.x>=(-u_xlat4.x);
					    u_xlat4.x = fract(abs(u_xlat4.x));
					    u_xlat4.x = (u_xlatb8) ? u_xlat4.x : (-u_xlat4.x);
					    u_xlat0.yzw = u_xlat4.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4.x = u_xlat0.x * u_xlat0.y;
					    u_xlat4.x = floor(u_xlat4.x);
					    u_xlat0.x = u_xlat4.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4.x = float(u_xlati4);
					    u_xlat12 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat12) + abs(u_xlat0.x);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat4.x = _DigitalTVNoiseThreshold;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.x = u_xlat4.x * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4.x<u_xlat0.z;
					    u_xlat1.z = (u_xlatb4) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0.x = u_xlat1.z * 4.0;
					    u_xlat4.x = (-u_xlat1.z) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, u_xlat1.xz);
					    u_xlat4.xy = u_xlat1.xz + vec2(-0.5, -0.5);
					    u_xlat4.xy = u_xlat4.xy * vec2(3.07867002, 3.07867002);
					    u_xlat4.xy = cos(u_xlat4.xy);
					    u_xlat4.xy = log2(u_xlat4.xy);
					    u_xlat1.xyz = exp2(u_xlat2.xyz);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz + (-vec3(u_xlat12));
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat3.xyz + vec3(u_xlat12);
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat2) + u_xlat1;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat2;
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0.x = _VignetteScale * 0.25;
					    u_xlat0.xy = u_xlat4.xy * u_xlat0.xx;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = u_xlat0.y * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec2 u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec2 u_xlat8;
					bool u_xlatb8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4.x = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4.x>=(-u_xlat4.x);
					    u_xlat4.x = fract(abs(u_xlat4.x));
					    u_xlat4.x = (u_xlatb8) ? u_xlat4.x : (-u_xlat4.x);
					    u_xlat0.yzw = u_xlat4.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4.x = u_xlat0.x * u_xlat0.y;
					    u_xlat4.x = floor(u_xlat4.x);
					    u_xlat0.x = u_xlat4.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4.x = float(u_xlati4);
					    u_xlat12 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat12) + abs(u_xlat0.x);
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat1.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat1.y) + 1.0;
					    u_xlat4.x = _DigitalTVNoiseThreshold;
					    u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0);
					    u_xlat4.x = u_xlat4.x * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4.x<u_xlat0.z;
					    u_xlat1.z = (u_xlatb4) ? u_xlat0.x : u_xlat1.y;
					    u_xlat0.x = u_xlat1.z * 4.0;
					    u_xlat4.x = (-u_xlat1.z) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat2 = texture(_MainTex, u_xlat1.xz);
					    u_xlat4.xy = u_xlat1.xz + vec2(-0.5, -0.5);
					    u_xlat4.xy = u_xlat4.xy * vec2(3.07867002, 3.07867002);
					    u_xlat4.xy = cos(u_xlat4.xy);
					    u_xlat4.xy = log2(u_xlat4.xy);
					    u_xlat1.xyz = exp2(u_xlat2.xyz);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz + (-vec3(u_xlat12));
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat3.xyz + vec3(u_xlat12);
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat2) + u_xlat1;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat2;
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0.x = _VignetteScale * 0.25;
					    u_xlat0.xy = u_xlat4.xy * u_xlat0.xx;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = u_xlat0.y * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_12;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					float u_xlat9;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat3.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.w = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat3.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat3.xyz + u_xlat8.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat2) + u_xlat1;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat2;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat1.xy = u_xlat1.xy * vec2(3.07867002, 3.07867002);
					    u_xlat1.xy = cos(u_xlat1.xy);
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat9 = _VignetteScale * 0.25;
					    u_xlat1.xy = u_xlat1.xy * vec2(u_xlat9);
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat1.x = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_12;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat8;
					float u_xlat9;
					void main()
					{
					    u_xlat0.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.x = 1.0;
					    u_xlat0.xy = u_xlat0.xy * _ScreenParams.xx;
					    u_xlat8.xy = u_xlat0.xy * vs_TEXCOORD0.xy;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat8.xy = u_xlat8.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat8.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat3.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat1.w = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat3.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat3.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat3.xyz + u_xlat8.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat2) + u_xlat1;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat2;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat2.xyz = (-u_xlat8.xxx) + u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlatb2.xyz = lessThan(u_xlat2.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat1.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat1.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat1.xy = u_xlat1.xy * vec2(3.07867002, 3.07867002);
					    u_xlat1.xy = cos(u_xlat1.xy);
					    u_xlat1.xy = log2(u_xlat1.xy);
					    u_xlat9 = _VignetteScale * 0.25;
					    u_xlat1.xy = u_xlat1.xy * vec2(u_xlat9);
					    u_xlat1.xy = exp2(u_xlat1.xy);
					    u_xlat1.x = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec2 u_xlat10;
					bool u_xlatb10;
					vec2 u_xlat11;
					float u_xlat15;
					int u_xlati15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat5 = _Time.y * 0.03125;
					    u_xlatb10 = u_xlat5>=(-u_xlat5);
					    u_xlat5 = fract(abs(u_xlat5));
					    u_xlat5 = (u_xlatb10) ? u_xlat5 : (-u_xlat5);
					    u_xlat0.yzw = vec3(u_xlat5) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat10.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat10.x;
					    u_xlat10.x = dot(u_xlat10.yy, vec2(12.9898005, 78.2330017));
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat0.z = u_xlat10.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat5 = u_xlat0.x * u_xlat0.y;
					    u_xlat5 = floor(u_xlat5);
					    u_xlat0.x = u_xlat5 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat5 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat5;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati5 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati15 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati5 = (-u_xlati5) + u_xlati15;
					    u_xlat5 = float(u_xlati5);
					    u_xlat15 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat15) + abs(u_xlat0.x);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat15;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat11.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat5 = (-u_xlat2.y) + 1.0;
					    u_xlat2.z = (u_xlatb0) ? u_xlat5 : u_xlat2.y;
					    u_xlat11.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat11.xy * _ScreenParams.xx;
					    u_xlat10.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat10.xy = u_xlat10.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat10.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat10.xy = u_xlat2.xz + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat10.xy * vec2(3.07867002, 3.07867002);
					    u_xlat10.xy = cos(u_xlat10.xy);
					    u_xlat10.xy = log2(u_xlat10.xy);
					    u_xlat2.xyw = exp2(u_xlat1.xyz);
					    u_xlat2.xyw = u_xlat2.xyw * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat1.xyz * u_xlat2.xyw;
					    u_xlat3.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat3.w = dot(u_xlat2.xyw, u_xlat3.xyz);
					    u_xlat2.xyw = u_xlat3.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat4.xyz = u_xlat3.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat4.xyz + u_xlat2.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xxx);
					    u_xlat2.xyw = u_xlat3.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyw + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyw = u_xlat1.xyz * u_xlat2.xyw;
					    u_xlat3.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat2.xyw;
					    u_xlatb2.xyw = lessThan(u_xlat2.xyxw, vec4(0.5, 0.5, 0.0, 0.5)).xyw;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat4.x : u_xlat3.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat4.y : u_xlat3.y;
					    u_xlat1.z = (u_xlatb2.w) ? u_xlat4.z : u_xlat3.z;
					    u_xlat0.x = u_xlat2.z * 4.0;
					    u_xlat5 = (-u_xlat2.z) + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat1 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0.x = _VignetteScale * 0.25;
					    u_xlat0.xy = u_xlat10.xy * u_xlat0.xx;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = u_xlat0.y * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_SCREEN" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					vec2 u_xlat10;
					bool u_xlatb10;
					vec2 u_xlat11;
					float u_xlat15;
					int u_xlati15;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat5 = _Time.y * 0.03125;
					    u_xlatb10 = u_xlat5>=(-u_xlat5);
					    u_xlat5 = fract(abs(u_xlat5));
					    u_xlat5 = (u_xlatb10) ? u_xlat5 : (-u_xlat5);
					    u_xlat0.yzw = vec3(u_xlat5) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat10.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat10.x;
					    u_xlat10.x = dot(u_xlat10.yy, vec2(12.9898005, 78.2330017));
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat0.z = u_xlat10.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat5 = u_xlat0.x * u_xlat0.y;
					    u_xlat5 = floor(u_xlat5);
					    u_xlat0.x = u_xlat5 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat5 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat5;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati5 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati15 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati5 = (-u_xlati5) + u_xlati15;
					    u_xlat5 = float(u_xlati5);
					    u_xlat15 = (-_DigitalTVNoiseThreshold) + 1.0;
					    u_xlat0.x = (-u_xlat15) + abs(u_xlat0.x);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat15;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat1.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat1.y = float(0.0);
					    u_xlat11.x = float(1.0);
					    u_xlat2.xy = u_xlat1.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat5 = (-u_xlat2.y) + 1.0;
					    u_xlat2.z = (u_xlatb0) ? u_xlat5 : u_xlat2.y;
					    u_xlat11.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat11.xy * _ScreenParams.xx;
					    u_xlat10.xy = u_xlat0.xy * u_xlat2.xz;
					    u_xlat10.xy = floor(u_xlat10.xy);
					    u_xlat1.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat10.xy = u_xlat10.xy * u_xlat1.xy;
					    u_xlat0.xy = u_xlat10.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1 = texture(_MainTex, u_xlat2.xz);
					    u_xlat10.xy = u_xlat2.xz + vec2(-0.5, -0.5);
					    u_xlat10.xy = u_xlat10.xy * vec2(3.07867002, 3.07867002);
					    u_xlat10.xy = cos(u_xlat10.xy);
					    u_xlat10.xy = log2(u_xlat10.xy);
					    u_xlat2.xyw = exp2(u_xlat1.xyz);
					    u_xlat2.xyw = u_xlat2.xyw * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat1.xyz * u_xlat2.xyw;
					    u_xlat3.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat3.w = dot(u_xlat2.xyw, u_xlat3.xyz);
					    u_xlat2.xyw = u_xlat3.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat4.xyz = u_xlat3.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat4.xyz + u_xlat2.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat1;
					    u_xlat2.x = u_xlat2.z * _ScreenParams.y;
					    u_xlat2.x = u_xlat2.x * _Scanline;
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat2.xxx);
					    u_xlat2.xyw = u_xlat3.xyz * vec3(0.75, 0.75, 0.75) + u_xlat2.xxx;
					    u_xlat3.xyz = (-u_xlat1.xyz) * u_xlat2.xyw + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyw = u_xlat1.xyz * u_xlat2.xyw;
					    u_xlat3.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat2.xyw;
					    u_xlatb2.xyw = lessThan(u_xlat2.xyxw, vec4(0.5, 0.5, 0.0, 0.5)).xyw;
					    u_xlat1.x = (u_xlatb2.x) ? u_xlat4.x : u_xlat3.x;
					    u_xlat1.y = (u_xlatb2.y) ? u_xlat4.y : u_xlat3.y;
					    u_xlat1.z = (u_xlatb2.w) ? u_xlat4.z : u_xlat3.z;
					    u_xlat0.x = u_xlat2.z * 4.0;
					    u_xlat5 = (-u_xlat2.z) + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat1 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0.x = _VignetteScale * 0.25;
					    u_xlat0.xy = u_xlat10.xy * u_xlat0.xx;
					    u_xlat0.xy = exp2(u_xlat0.xy);
					    u_xlat0.x = u_xlat0.y * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					float u_xlat7;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat1.x = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat4 = _ScreenParams.y / _ScreenParams.x;
					    u_xlat1.y = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1.xy = u_xlat1.xy + vec2(-0.5, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = (-_VignetteSoftness) + 0.5;
					    u_xlat7 = u_xlat1.x * _VignetteScale + (-u_xlat4);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlatb4 = u_xlat4>=u_xlat1.x;
					    u_xlatb1 = u_xlat1.x<0.5;
					    u_xlat7 = u_xlat7 / _VignetteSoftness;
					    u_xlat7 = (-u_xlat7) + 1.0;
					    u_xlat7 = log2(u_xlat7);
					    u_xlat7 = u_xlat7 * 1.5;
					    u_xlat7 = exp2(u_xlat7);
					    u_xlat1.x = u_xlatb1 ? u_xlat7 : float(0.0);
					    u_xlat1.x = (u_xlatb4) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					float u_xlat7;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1 = exp2(u_xlat0);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat0.xyw * u_xlat1.xyw;
					    u_xlat1.x = u_xlat2.y + u_xlat2.x;
					    u_xlat1.x = u_xlat0.z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 0.75;
					    u_xlat2.xyz = u_xlat1.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat0) + u_xlat2;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat0;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat1.x = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat4 = _ScreenParams.y / _ScreenParams.x;
					    u_xlat1.y = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1.xy = u_xlat1.xy + vec2(-0.5, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = (-_VignetteSoftness) + 0.5;
					    u_xlat7 = u_xlat1.x * _VignetteScale + (-u_xlat4);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlatb4 = u_xlat4>=u_xlat1.x;
					    u_xlatb1 = u_xlat1.x<0.5;
					    u_xlat7 = u_xlat7 / _VignetteSoftness;
					    u_xlat7 = (-u_xlat7) + 1.0;
					    u_xlat7 = log2(u_xlat7);
					    u_xlat7 = u_xlat7 * 1.5;
					    u_xlat7 = exp2(u_xlat7);
					    u_xlat1.x = u_xlatb1 ? u_xlat7 : float(0.0);
					    u_xlat1.x = (u_xlatb4) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 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;
					vec4 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					bool u_xlatb6;
					vec2 u_xlat12;
					bool u_xlatb12;
					float u_xlat18;
					int u_xlati18;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat6 = _Time.y * 0.03125;
					    u_xlatb12 = u_xlat6>=(-u_xlat6);
					    u_xlat6 = fract(abs(u_xlat6));
					    u_xlat6 = (u_xlatb12) ? u_xlat6 : (-u_xlat6);
					    u_xlat0.yzw = vec3(u_xlat6) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat12.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat12.x;
					    u_xlat12.x = dot(u_xlat12.yy, vec2(12.9898005, 78.2330017));
					    u_xlat12.x = sin(u_xlat12.x);
					    u_xlat0.z = u_xlat12.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat6 = u_xlat0.x * u_xlat0.y;
					    u_xlat6 = floor(u_xlat6);
					    u_xlat0.x = u_xlat6 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat6 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat6;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati6 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati18 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati6 = (-u_xlati6) + u_xlati18;
					    u_xlat6 = float(u_xlati6);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat18 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat18;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat6;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat2.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat6 = _DigitalTVNoiseThreshold;
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat6 = u_xlat6 * -0.0249999762 + 1.0;
					    u_xlatb6 = u_xlat6<u_xlat0.z;
					    u_xlat2.z = (u_xlatb6) ? u_xlat0.x : u_xlat2.y;
					    u_xlat0.x = u_xlat2.z * 4.0;
					    u_xlat6 = (-u_xlat2.z) + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3 = texture(_MainTex, u_xlat2.xz);
					    u_xlat6 = u_xlat2.z + -0.5;
					    u_xlat4 = exp2(u_xlat3);
					    u_xlat4 = u_xlat4 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat5.xyw = u_xlat3.xyw * u_xlat4.xyw;
					    u_xlat12.x = u_xlat5.y + u_xlat5.x;
					    u_xlat12.x = u_xlat3.z * u_xlat4.z + u_xlat12.x;
					    u_xlat12.x = u_xlat12.x * 0.75;
					    u_xlat5.xyz = u_xlat12.xxx * _Tint.xyz;
					    u_xlat4 = (-u_xlat3) + u_xlat5;
					    u_xlat3 = vec4(_LuminanceAmount) * u_xlat4 + u_xlat3;
					    u_xlat1.xzw = u_xlat3.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xzw * vec3(0.75, 0.75, 0.75);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3;
					    u_xlat0.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.w = u_xlat0.x * u_xlat6;
					    u_xlat0.xy = u_xlat2.xw + vec2(-0.5, 0.0);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat6 = u_xlat0.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat0.x = u_xlat0.x * _VignetteScale;
					    u_xlatb12 = u_xlat1.y>=u_xlat0.x;
					    u_xlatb0 = u_xlat0.x<0.5;
					    u_xlat6 = u_xlat6 / _VignetteSoftness;
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat6 = log2(u_xlat6);
					    u_xlat6 = u_xlat6 * 1.5;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat0.x = u_xlatb0 ? u_xlat6 : float(0.0);
					    u_xlat0.x = (u_xlatb12) ? 1.0 : u_xlat0.x;
					    u_xlat0 = u_xlat0.xxxx * u_xlat3;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 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;
					vec4 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					bool u_xlatb6;
					vec2 u_xlat12;
					bool u_xlatb12;
					float u_xlat18;
					int u_xlati18;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat6 = _Time.y * 0.03125;
					    u_xlatb12 = u_xlat6>=(-u_xlat6);
					    u_xlat6 = fract(abs(u_xlat6));
					    u_xlat6 = (u_xlatb12) ? u_xlat6 : (-u_xlat6);
					    u_xlat0.yzw = vec3(u_xlat6) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat12.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat12.x;
					    u_xlat12.x = dot(u_xlat12.yy, vec2(12.9898005, 78.2330017));
					    u_xlat12.x = sin(u_xlat12.x);
					    u_xlat0.z = u_xlat12.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat6 = u_xlat0.x * u_xlat0.y;
					    u_xlat6 = floor(u_xlat6);
					    u_xlat0.x = u_xlat6 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat6 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat6;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati6 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati18 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati6 = (-u_xlati6) + u_xlati18;
					    u_xlat6 = float(u_xlati6);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat18 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat18;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat6;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat2.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat6 = _DigitalTVNoiseThreshold;
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat6 = u_xlat6 * -0.0249999762 + 1.0;
					    u_xlatb6 = u_xlat6<u_xlat0.z;
					    u_xlat2.z = (u_xlatb6) ? u_xlat0.x : u_xlat2.y;
					    u_xlat0.x = u_xlat2.z * 4.0;
					    u_xlat6 = (-u_xlat2.z) + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat3 = texture(_MainTex, u_xlat2.xz);
					    u_xlat6 = u_xlat2.z + -0.5;
					    u_xlat4 = exp2(u_xlat3);
					    u_xlat4 = u_xlat4 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat5.xyw = u_xlat3.xyw * u_xlat4.xyw;
					    u_xlat12.x = u_xlat5.y + u_xlat5.x;
					    u_xlat12.x = u_xlat3.z * u_xlat4.z + u_xlat12.x;
					    u_xlat12.x = u_xlat12.x * 0.75;
					    u_xlat5.xyz = u_xlat12.xxx * _Tint.xyz;
					    u_xlat4 = (-u_xlat3) + u_xlat5;
					    u_xlat3 = vec4(_LuminanceAmount) * u_xlat4 + u_xlat3;
					    u_xlat1.xzw = u_xlat3.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xzw * vec3(0.75, 0.75, 0.75);
					    u_xlat3 = u_xlat0.xxxx * u_xlat3;
					    u_xlat0.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.w = u_xlat0.x * u_xlat6;
					    u_xlat0.xy = u_xlat2.xw + vec2(-0.5, 0.0);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat6 = u_xlat0.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat0.x = u_xlat0.x * _VignetteScale;
					    u_xlatb12 = u_xlat1.y>=u_xlat0.x;
					    u_xlatb0 = u_xlat0.x<0.5;
					    u_xlat6 = u_xlat6 / _VignetteSoftness;
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat6 = log2(u_xlat6);
					    u_xlat6 = u_xlat6 * 1.5;
					    u_xlat6 = exp2(u_xlat6);
					    u_xlat0.x = u_xlatb0 ? u_xlat6 : float(0.0);
					    u_xlat0.x = (u_xlatb12) ? 1.0 : u_xlat0.x;
					    u_xlat0 = u_xlat0.xxxx * u_xlat3;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_9;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					bool u_xlatb6;
					vec2 u_xlat10;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat1.x = 1.0;
					    u_xlat1.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat10.xy = u_xlat1.xy * _ScreenParams.xx;
					    u_xlat1.xz = u_xlat10.xy * vs_TEXCOORD0.xy;
					    u_xlat1.xz = floor(u_xlat1.xz);
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat0.xy / u_xlat10.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = exp2(u_xlat2);
					    u_xlat3 = u_xlat3 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat4.xyw = u_xlat2.xyw * u_xlat3.xyw;
					    u_xlat10.x = u_xlat4.y + u_xlat4.x;
					    u_xlat10.x = u_xlat2.z * u_xlat3.z + u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * 0.75;
					    u_xlat4.xyz = u_xlat10.xxx * _Tint.xyz;
					    u_xlat3 = (-u_xlat2) + u_xlat4;
					    u_xlat2 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat2;
					    u_xlat10.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat10.x = u_xlat10.x * _Scanline;
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat1.xzw = (-u_xlat10.xxx) + u_xlat2.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat10.xxx;
					    u_xlat3.xyz = (-u_xlat2.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat2.xyz;
					    u_xlat5.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = (u_xlatb1.x) ? u_xlat3.x : u_xlat5.x;
					    u_xlat2.y = (u_xlatb1.z) ? u_xlat3.y : u_xlat5.y;
					    u_xlat2.z = (u_xlatb1.w) ? u_xlat3.z : u_xlat5.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat5.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat5.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat2;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat1.y = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1.xy = u_xlat1.xy + vec2(-0.5, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = (-_VignetteSoftness) + 0.5;
					    u_xlat11 = u_xlat1.x * _VignetteScale + (-u_xlat6);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlatb6 = u_xlat6>=u_xlat1.x;
					    u_xlatb1.x = u_xlat1.x<0.5;
					    u_xlat11 = u_xlat11 / _VignetteSoftness;
					    u_xlat11 = (-u_xlat11) + 1.0;
					    u_xlat11 = log2(u_xlat11);
					    u_xlat11 = u_xlat11 * 1.5;
					    u_xlat11 = exp2(u_xlat11);
					    u_xlat1.x = u_xlatb1.x ? u_xlat11 : float(0.0);
					    u_xlat1.x = (u_xlatb6) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_9;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					bool u_xlatb6;
					vec2 u_xlat10;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat1.x = 1.0;
					    u_xlat1.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat10.xy = u_xlat1.xy * _ScreenParams.xx;
					    u_xlat1.xz = u_xlat10.xy * vs_TEXCOORD0.xy;
					    u_xlat1.xz = floor(u_xlat1.xz);
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat0.xy / u_xlat10.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = exp2(u_xlat2);
					    u_xlat3 = u_xlat3 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat4.xyw = u_xlat2.xyw * u_xlat3.xyw;
					    u_xlat10.x = u_xlat4.y + u_xlat4.x;
					    u_xlat10.x = u_xlat2.z * u_xlat3.z + u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * 0.75;
					    u_xlat4.xyz = u_xlat10.xxx * _Tint.xyz;
					    u_xlat3 = (-u_xlat2) + u_xlat4;
					    u_xlat2 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat2;
					    u_xlat10.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat10.x = u_xlat10.x * _Scanline;
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat1.xzw = (-u_xlat10.xxx) + u_xlat2.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat10.xxx;
					    u_xlat3.xyz = (-u_xlat2.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat2.xyz;
					    u_xlat5.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = (u_xlatb1.x) ? u_xlat3.x : u_xlat5.x;
					    u_xlat2.y = (u_xlatb1.z) ? u_xlat3.y : u_xlat5.y;
					    u_xlat2.z = (u_xlatb1.w) ? u_xlat3.z : u_xlat5.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat5.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat5.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat2;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat1.y = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1.xy = u_xlat1.xy + vec2(-0.5, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat6 = (-_VignetteSoftness) + 0.5;
					    u_xlat11 = u_xlat1.x * _VignetteScale + (-u_xlat6);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlatb6 = u_xlat6>=u_xlat1.x;
					    u_xlatb1.x = u_xlat1.x<0.5;
					    u_xlat11 = u_xlat11 / _VignetteSoftness;
					    u_xlat11 = (-u_xlat11) + 1.0;
					    u_xlat11 = log2(u_xlat11);
					    u_xlat11 = u_xlat11 * 1.5;
					    u_xlat11 = exp2(u_xlat11);
					    u_xlat1.x = u_xlatb1.x ? u_xlat11 : float(0.0);
					    u_xlat1.x = (u_xlatb6) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					bool u_xlatb7;
					vec2 u_xlat14;
					bool u_xlatb14;
					vec2 u_xlat16;
					float u_xlat21;
					int u_xlati21;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat7.x = _Time.y * 0.03125;
					    u_xlatb14 = u_xlat7.x>=(-u_xlat7.x);
					    u_xlat7.x = fract(abs(u_xlat7.x));
					    u_xlat7.x = (u_xlatb14) ? u_xlat7.x : (-u_xlat7.x);
					    u_xlat0.yzw = u_xlat7.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat14.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat14.x;
					    u_xlat14.x = dot(u_xlat14.yy, vec2(12.9898005, 78.2330017));
					    u_xlat14.x = sin(u_xlat14.x);
					    u_xlat0.z = u_xlat14.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat7.x = u_xlat0.x * u_xlat0.y;
					    u_xlat7.x = floor(u_xlat7.x);
					    u_xlat0.x = u_xlat7.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat7.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat7.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati7 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati21 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati7 = (-u_xlati7) + u_xlati21;
					    u_xlat7.x = float(u_xlati7);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat21 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat21;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat7.x;
					    u_xlat2.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat2.y = float(0.0);
					    u_xlat16.x = float(1.0);
					    u_xlat3.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat7.x = (-u_xlat3.y) + 1.0;
					    u_xlat3.z = (u_xlatb0) ? u_xlat7.x : u_xlat3.y;
					    u_xlat16.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat16.xy * _ScreenParams.xx;
					    u_xlat14.xy = u_xlat0.xy * u_xlat3.xz;
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat1.xz = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat14.xy = u_xlat14.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat14.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat4 = texture(_MainTex, u_xlat3.xz);
					    u_xlat5 = exp2(u_xlat4);
					    u_xlat5 = u_xlat5 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat6.xyw = u_xlat4.xyw * u_xlat5.xyw;
					    u_xlat14.x = u_xlat6.y + u_xlat6.x;
					    u_xlat14.x = u_xlat4.z * u_xlat5.z + u_xlat14.x;
					    u_xlat14.x = u_xlat14.x * 0.75;
					    u_xlat6.xyz = u_xlat14.xxx * _Tint.xyz;
					    u_xlat5 = (-u_xlat4) + u_xlat6;
					    u_xlat4 = vec4(_LuminanceAmount) * u_xlat5 + u_xlat4;
					    u_xlat14.x = u_xlat3.z * _ScreenParams.y;
					    u_xlat14.x = u_xlat14.x * _Scanline;
					    u_xlat14.x = sin(u_xlat14.x);
					    u_xlat1.xzw = (-u_xlat14.xxx) + u_xlat4.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat14.xxx;
					    u_xlat2.xyz = (-u_xlat4.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat4.xyz;
					    u_xlat7.xyz = (-u_xlat0.yyy) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat4.x = (u_xlatb1.x) ? u_xlat2.x : u_xlat7.x;
					    u_xlat4.y = (u_xlatb1.z) ? u_xlat2.y : u_xlat7.y;
					    u_xlat4.z = (u_xlatb1.w) ? u_xlat2.z : u_xlat7.z;
					    u_xlat0.x = u_xlat3.z * 4.0;
					    u_xlat7.x = (-u_xlat3.z) + 1.0;
					    u_xlat14.x = u_xlat3.z + -0.5;
					    u_xlat3.w = u_xlat16.y * u_xlat14.x;
					    u_xlat14.xy = u_xlat3.xw + vec2(-0.5, 0.0);
					    u_xlat14.x = dot(u_xlat14.xy, u_xlat14.xy);
					    u_xlat14.x = sqrt(u_xlat14.x);
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat4;
					    u_xlat0.x = u_xlat14.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat7.x = u_xlat14.x * _VignetteScale;
					    u_xlatb14 = u_xlat1.y>=u_xlat7.x;
					    u_xlatb7 = u_xlat7.x<0.5;
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 1.5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlatb7 ? u_xlat0.x : float(0.0);
					    u_xlat0.x = (u_xlatb14) ? 1.0 : u_xlat0.x;
					    u_xlat0 = u_xlat0.xxxx * u_xlat2;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					bool u_xlatb7;
					vec2 u_xlat14;
					bool u_xlatb14;
					vec2 u_xlat16;
					float u_xlat21;
					int u_xlati21;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat7.x = _Time.y * 0.03125;
					    u_xlatb14 = u_xlat7.x>=(-u_xlat7.x);
					    u_xlat7.x = fract(abs(u_xlat7.x));
					    u_xlat7.x = (u_xlatb14) ? u_xlat7.x : (-u_xlat7.x);
					    u_xlat0.yzw = u_xlat7.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat14.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat14.x;
					    u_xlat14.x = dot(u_xlat14.yy, vec2(12.9898005, 78.2330017));
					    u_xlat14.x = sin(u_xlat14.x);
					    u_xlat0.z = u_xlat14.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat7.x = u_xlat0.x * u_xlat0.y;
					    u_xlat7.x = floor(u_xlat7.x);
					    u_xlat0.x = u_xlat7.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat7.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat7.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati7 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati21 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati7 = (-u_xlati7) + u_xlati21;
					    u_xlat7.x = float(u_xlati7);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat21 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat21;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat7.x;
					    u_xlat2.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat2.y = float(0.0);
					    u_xlat16.x = float(1.0);
					    u_xlat3.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat7.x = (-u_xlat3.y) + 1.0;
					    u_xlat3.z = (u_xlatb0) ? u_xlat7.x : u_xlat3.y;
					    u_xlat16.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat16.xy * _ScreenParams.xx;
					    u_xlat14.xy = u_xlat0.xy * u_xlat3.xz;
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat1.xz = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat14.xy = u_xlat14.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat14.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat4 = texture(_MainTex, u_xlat3.xz);
					    u_xlat5 = exp2(u_xlat4);
					    u_xlat5 = u_xlat5 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat6.xyw = u_xlat4.xyw * u_xlat5.xyw;
					    u_xlat14.x = u_xlat6.y + u_xlat6.x;
					    u_xlat14.x = u_xlat4.z * u_xlat5.z + u_xlat14.x;
					    u_xlat14.x = u_xlat14.x * 0.75;
					    u_xlat6.xyz = u_xlat14.xxx * _Tint.xyz;
					    u_xlat5 = (-u_xlat4) + u_xlat6;
					    u_xlat4 = vec4(_LuminanceAmount) * u_xlat5 + u_xlat4;
					    u_xlat14.x = u_xlat3.z * _ScreenParams.y;
					    u_xlat14.x = u_xlat14.x * _Scanline;
					    u_xlat14.x = sin(u_xlat14.x);
					    u_xlat1.xzw = (-u_xlat14.xxx) + u_xlat4.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat14.xxx;
					    u_xlat2.xyz = (-u_xlat4.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat4.xyz;
					    u_xlat7.xyz = (-u_xlat0.yyy) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat4.x = (u_xlatb1.x) ? u_xlat2.x : u_xlat7.x;
					    u_xlat4.y = (u_xlatb1.z) ? u_xlat2.y : u_xlat7.y;
					    u_xlat4.z = (u_xlatb1.w) ? u_xlat2.z : u_xlat7.z;
					    u_xlat0.x = u_xlat3.z * 4.0;
					    u_xlat7.x = (-u_xlat3.z) + 1.0;
					    u_xlat14.x = u_xlat3.z + -0.5;
					    u_xlat3.w = u_xlat16.y * u_xlat14.x;
					    u_xlat14.xy = u_xlat3.xw + vec2(-0.5, 0.0);
					    u_xlat14.x = dot(u_xlat14.xy, u_xlat14.xy);
					    u_xlat14.x = sqrt(u_xlat14.x);
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat4;
					    u_xlat0.x = u_xlat14.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat7.x = u_xlat14.x * _VignetteScale;
					    u_xlatb14 = u_xlat1.y>=u_xlat7.x;
					    u_xlatb7 = u_xlat7.x<0.5;
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 1.5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlatb7 ? u_xlat0.x : float(0.0);
					    u_xlat0.x = (u_xlatb14) ? 1.0 : u_xlat0.x;
					    u_xlat0 = u_xlat0.xxxx * u_xlat2;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec3 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					vec3 u_xlat5;
					float u_xlat7;
					void main()
					{
					    u_xlat0.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat2.xyz = u_xlat0.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat0.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat0.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat0 = u_xlat0 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat0 = u_xlat0 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat0 = u_xlat0 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat0 = (-u_xlat1) + u_xlat0;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat0 + u_xlat1;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat1.x = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat4 = _ScreenParams.y / _ScreenParams.x;
					    u_xlat1.y = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1.xy = u_xlat1.xy + vec2(-0.5, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = (-_VignetteSoftness) + 0.5;
					    u_xlat7 = u_xlat1.x * _VignetteScale + (-u_xlat4);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlatb4 = u_xlat4>=u_xlat1.x;
					    u_xlatb1 = u_xlat1.x<0.5;
					    u_xlat7 = u_xlat7 / _VignetteSoftness;
					    u_xlat7 = (-u_xlat7) + 1.0;
					    u_xlat7 = log2(u_xlat7);
					    u_xlat7 = u_xlat7 * 1.5;
					    u_xlat7 = exp2(u_xlat7);
					    u_xlat1.x = u_xlatb1 ? u_xlat7 : float(0.0);
					    u_xlat1.x = (u_xlatb4) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec3 u_xlat2;
					float u_xlat4;
					bool u_xlatb4;
					vec3 u_xlat5;
					float u_xlat7;
					void main()
					{
					    u_xlat0.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat0.w = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat2.xyz = u_xlat0.www * _Tint.xyz;
					    u_xlat2.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat0.www * _Tint.xyz + (-u_xlat2.xxx);
					    u_xlat0.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat2.xxx;
					    u_xlat0 = u_xlat0 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat0 = u_xlat0 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat0 = u_xlat0 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat0 = (-u_xlat1) + u_xlat0;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat0 + u_xlat1;
					    u_xlat1.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat1.x = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat4 = _ScreenParams.y / _ScreenParams.x;
					    u_xlat1.y = u_xlat4 * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1.xy = u_xlat1.xy + vec2(-0.5, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat4 = (-_VignetteSoftness) + 0.5;
					    u_xlat7 = u_xlat1.x * _VignetteScale + (-u_xlat4);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlatb4 = u_xlat4>=u_xlat1.x;
					    u_xlatb1 = u_xlat1.x<0.5;
					    u_xlat7 = u_xlat7 / _VignetteSoftness;
					    u_xlat7 = (-u_xlat7) + 1.0;
					    u_xlat7 = log2(u_xlat7);
					    u_xlat7 = u_xlat7 * 1.5;
					    u_xlat7 = exp2(u_xlat7);
					    u_xlat1.x = u_xlatb1 ? u_xlat7 : float(0.0);
					    u_xlat1.x = (u_xlatb4) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					bool u_xlatb5;
					bool u_xlatb6;
					vec2 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					float u_xlat15;
					int u_xlati15;
					float u_xlat16;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat5 = _Time.y * 0.03125;
					    u_xlatb10 = u_xlat5>=(-u_xlat5);
					    u_xlat5 = fract(abs(u_xlat5));
					    u_xlat5 = (u_xlatb10) ? u_xlat5 : (-u_xlat5);
					    u_xlat0.yzw = vec3(u_xlat5) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat10.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat10.x;
					    u_xlat10.x = dot(u_xlat10.yy, vec2(12.9898005, 78.2330017));
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat0.z = u_xlat10.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat5 = u_xlat0.x * u_xlat0.y;
					    u_xlat5 = floor(u_xlat5);
					    u_xlat0.x = u_xlat5 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat5 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat5;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati5 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati15 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati5 = (-u_xlati5) + u_xlati15;
					    u_xlat5 = float(u_xlati5);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat15 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat15;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat2.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat5 = _DigitalTVNoiseThreshold;
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat5 = u_xlat5 * -0.0249999762 + 1.0;
					    u_xlatb5 = u_xlat5<u_xlat0.z;
					    u_xlat2.z = (u_xlatb5) ? u_xlat0.x : u_xlat2.y;
					    u_xlat0 = texture(_MainTex, u_xlat2.xz);
					    u_xlat1.xzw = exp2(u_xlat0.xyz);
					    u_xlat1.xzw = u_xlat1.xzw * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat1.xzw;
					    u_xlat3.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat3.w = dot(u_xlat1.xzw, u_xlat3.xyz);
					    u_xlat1.xzw = u_xlat3.www * _Tint.xyz;
					    u_xlat1.x = dot(u_xlat1.xzw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat4.xyz = u_xlat3.www * _Tint.xyz + (-u_xlat1.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat0) + u_xlat3;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat0;
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xzw * vec3(0.75, 0.75, 0.75);
					    u_xlat1.x = u_xlat2.z * 4.0;
					    u_xlat11 = (-u_xlat2.z) + 1.0;
					    u_xlat16 = u_xlat2.z + -0.5;
					    u_xlat1.x = u_xlat11 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.w = u_xlat1.x * u_xlat16;
					    u_xlat1.xz = u_xlat2.xw + vec2(-0.5, 0.0);
					    u_xlat1.x = dot(u_xlat1.xz, u_xlat1.xz);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat11 = u_xlat1.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlatb6 = u_xlat1.y>=u_xlat1.x;
					    u_xlatb1 = u_xlat1.x<0.5;
					    u_xlat11 = u_xlat11 / _VignetteSoftness;
					    u_xlat11 = (-u_xlat11) + 1.0;
					    u_xlat11 = log2(u_xlat11);
					    u_xlat11 = u_xlat11 * 1.5;
					    u_xlat11 = exp2(u_xlat11);
					    u_xlat1.x = u_xlatb1 ? u_xlat11 : float(0.0);
					    u_xlat1.x = (u_xlatb6) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					int u_xlati5;
					bool u_xlatb5;
					bool u_xlatb6;
					vec2 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					float u_xlat15;
					int u_xlati15;
					float u_xlat16;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat5 = _Time.y * 0.03125;
					    u_xlatb10 = u_xlat5>=(-u_xlat5);
					    u_xlat5 = fract(abs(u_xlat5));
					    u_xlat5 = (u_xlatb10) ? u_xlat5 : (-u_xlat5);
					    u_xlat0.yzw = vec3(u_xlat5) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat10.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat10.x;
					    u_xlat10.x = dot(u_xlat10.yy, vec2(12.9898005, 78.2330017));
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat0.z = u_xlat10.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat5 = u_xlat0.x * u_xlat0.y;
					    u_xlat5 = floor(u_xlat5);
					    u_xlat0.x = u_xlat5 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat5 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat5;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati5 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati15 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati5 = (-u_xlati5) + u_xlati15;
					    u_xlat5 = float(u_xlati5);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat15 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat15;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat5;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat2.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat5 = _DigitalTVNoiseThreshold;
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat5 = u_xlat5 * -0.0249999762 + 1.0;
					    u_xlatb5 = u_xlat5<u_xlat0.z;
					    u_xlat2.z = (u_xlatb5) ? u_xlat0.x : u_xlat2.y;
					    u_xlat0 = texture(_MainTex, u_xlat2.xz);
					    u_xlat1.xzw = exp2(u_xlat0.xyz);
					    u_xlat1.xzw = u_xlat1.xzw * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat1.xzw;
					    u_xlat3.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat3.w = dot(u_xlat1.xzw, u_xlat3.xyz);
					    u_xlat1.xzw = u_xlat3.www * _Tint.xyz;
					    u_xlat1.x = dot(u_xlat1.xzw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat4.xyz = u_xlat3.www * _Tint.xyz + (-u_xlat1.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat4.xyz + u_xlat1.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat0) + u_xlat3;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat0;
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xzw * vec3(0.75, 0.75, 0.75);
					    u_xlat1.x = u_xlat2.z * 4.0;
					    u_xlat11 = (-u_xlat2.z) + 1.0;
					    u_xlat16 = u_xlat2.z + -0.5;
					    u_xlat1.x = u_xlat11 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.w = u_xlat1.x * u_xlat16;
					    u_xlat1.xz = u_xlat2.xw + vec2(-0.5, 0.0);
					    u_xlat1.x = dot(u_xlat1.xz, u_xlat1.xz);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat11 = u_xlat1.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlatb6 = u_xlat1.y>=u_xlat1.x;
					    u_xlatb1 = u_xlat1.x<0.5;
					    u_xlat11 = u_xlat11 / _VignetteSoftness;
					    u_xlat11 = (-u_xlat11) + 1.0;
					    u_xlat11 = log2(u_xlat11);
					    u_xlat11 = u_xlat11 * 1.5;
					    u_xlat11 = exp2(u_xlat11);
					    u_xlat1.x = u_xlatb1 ? u_xlat11 : float(0.0);
					    u_xlat1.x = (u_xlatb6) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_12;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec2 u_xlat8;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat1.x = 1.0;
					    u_xlat1.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat8.xy = u_xlat1.xy * _ScreenParams.xx;
					    u_xlat1.xz = u_xlat8.xy * vs_TEXCOORD0.xy;
					    u_xlat1.xz = floor(u_xlat1.xz);
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat0.xy / u_xlat8.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1.xzw = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat3.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.w = dot(u_xlat3.xyz, u_xlat1.xzw);
					    u_xlat1.xzw = u_xlat3.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat1.xzw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat1.xzw = u_xlat3.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat1.xzw + u_xlat8.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat2) + u_xlat3;
					    u_xlat2 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat2;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat1.xzw = (-u_xlat8.xxx) + u_xlat2.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat2.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat2.xyz;
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = (u_xlatb1.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat2.y = (u_xlatb1.z) ? u_xlat3.y : u_xlat4.y;
					    u_xlat2.z = (u_xlatb1.w) ? u_xlat3.z : u_xlat4.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat2;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat1.y = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1.xy = u_xlat1.xy + vec2(-0.5, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat5 = (-_VignetteSoftness) + 0.5;
					    u_xlat9 = u_xlat1.x * _VignetteScale + (-u_xlat5);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlatb5 = u_xlat5>=u_xlat1.x;
					    u_xlatb1.x = u_xlat1.x<0.5;
					    u_xlat9 = u_xlat9 / _VignetteSoftness;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * 1.5;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.x = u_xlatb1.x ? u_xlat9 : float(0.0);
					    u_xlat1.x = (u_xlatb5) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_12;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec2 u_xlat8;
					float u_xlat9;
					void main()
					{
					    u_xlat0.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat1.x = 1.0;
					    u_xlat1.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat8.xy = u_xlat1.xy * _ScreenParams.xx;
					    u_xlat1.xz = u_xlat8.xy * vs_TEXCOORD0.xy;
					    u_xlat1.xz = floor(u_xlat1.xz);
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat0.xy / u_xlat8.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1.xzw = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat3.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.w = dot(u_xlat3.xyz, u_xlat1.xzw);
					    u_xlat1.xzw = u_xlat3.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat1.xzw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat1.xzw = u_xlat3.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat1.xzw + u_xlat8.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat2) + u_xlat3;
					    u_xlat2 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat2;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat1.xzw = (-u_xlat8.xxx) + u_xlat2.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat2.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat2.xyz;
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = (u_xlatb1.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat2.y = (u_xlatb1.z) ? u_xlat3.y : u_xlat4.y;
					    u_xlat2.z = (u_xlatb1.w) ? u_xlat3.z : u_xlat4.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat2;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat1.y = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1.xy = u_xlat1.xy + vec2(-0.5, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat5 = (-_VignetteSoftness) + 0.5;
					    u_xlat9 = u_xlat1.x * _VignetteScale + (-u_xlat5);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlatb5 = u_xlat5>=u_xlat1.x;
					    u_xlatb1.x = u_xlat1.x<0.5;
					    u_xlat9 = u_xlat9 / _VignetteSoftness;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * 1.5;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat1.x = u_xlatb1.x ? u_xlat9 : float(0.0);
					    u_xlat1.x = (u_xlatb5) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					bool u_xlatb7;
					float u_xlat8;
					vec2 u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					bool u_xlatb13;
					vec2 u_xlat14;
					vec2 u_xlat17;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat6 = _Time.y * 0.03125;
					    u_xlatb12 = u_xlat6>=(-u_xlat6);
					    u_xlat6 = fract(abs(u_xlat6));
					    u_xlat6 = (u_xlatb12) ? u_xlat6 : (-u_xlat6);
					    u_xlat0.yzw = vec3(u_xlat6) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat12.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat12.x;
					    u_xlat12.x = dot(u_xlat12.yy, vec2(12.9898005, 78.2330017));
					    u_xlat12.x = sin(u_xlat12.x);
					    u_xlat0.z = u_xlat12.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat6 = u_xlat0.x * u_xlat0.y;
					    u_xlat6 = floor(u_xlat6);
					    u_xlat0.x = u_xlat6 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat6 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat6;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati6 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati18 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati6 = (-u_xlati6) + u_xlati18;
					    u_xlat6 = float(u_xlati6);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat18 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat18;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat6;
					    u_xlat2.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat2.y = float(0.0);
					    u_xlat14.x = float(1.0);
					    u_xlat3.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat6 = (-u_xlat3.y) + 1.0;
					    u_xlat3.z = (u_xlatb0) ? u_xlat6 : u_xlat3.y;
					    u_xlat0 = texture(_MainTex, u_xlat3.xz);
					    u_xlat1.xzw = exp2(u_xlat0.xyz);
					    u_xlat1.xzw = u_xlat1.xzw * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat1.xzw;
					    u_xlat4.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat4.w = dot(u_xlat1.xzw, u_xlat4.xyz);
					    u_xlat1.xzw = u_xlat4.www * _Tint.xyz;
					    u_xlat1.x = dot(u_xlat1.xzw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat4.www * _Tint.xyz + (-u_xlat1.xxx);
					    u_xlat4.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat1.xxx;
					    u_xlat4 = u_xlat4 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat4 = u_xlat4 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat4 = u_xlat4 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat4 = (-u_xlat0) + u_xlat4;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat4 + u_xlat0;
					    u_xlat1.x = u_xlat3.z * _ScreenParams.y;
					    u_xlat1.x = u_xlat1.x * _Scanline;
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4.xyz = u_xlat0.xyz + (-u_xlat1.xxx);
					    u_xlat1.xzw = u_xlat4.xyz * vec3(0.75, 0.75, 0.75) + u_xlat1.xxx;
					    u_xlat4.xyz = (-u_xlat0.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat1.xzw;
					    u_xlat14.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.xy = u_xlat14.xy * _ScreenParams.xx;
					    u_xlat5.xy = u_xlat2.xy * u_xlat3.xz;
					    u_xlat5.xy = floor(u_xlat5.xy);
					    u_xlat17.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat5.xy = u_xlat5.xy * u_xlat17.xy;
					    u_xlat2.xy = u_xlat5.xy / u_xlat2.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x + -0.5;
					    u_xlat2.x = _Noise * u_xlat2.x + 0.5;
					    u_xlat8 = (-u_xlat2.x) + 1.0;
					    u_xlat2.x = u_xlat2.x + u_xlat2.x;
					    u_xlat5.xyz = u_xlat1.xzw * u_xlat2.xxx;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = u_xlat8 + u_xlat8;
					    u_xlat2.xyz = (-u_xlat2.xxx) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat0.x = (u_xlatb1.x) ? u_xlat5.x : u_xlat2.x;
					    u_xlat0.y = (u_xlatb1.z) ? u_xlat5.y : u_xlat2.y;
					    u_xlat0.z = (u_xlatb1.w) ? u_xlat5.z : u_xlat2.z;
					    u_xlat1.x = u_xlat3.z * 4.0;
					    u_xlat13 = (-u_xlat3.z) + 1.0;
					    u_xlat19 = u_xlat3.z + -0.5;
					    u_xlat3.w = u_xlat14.y * u_xlat19;
					    u_xlat2.xy = u_xlat3.xw + vec2(-0.5, 0.0);
					    u_xlat19 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat19 = sqrt(u_xlat19);
					    u_xlat1.x = u_xlat13 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.x = u_xlat19 * _VignetteScale + (-u_xlat1.y);
					    u_xlat13 = u_xlat19 * _VignetteScale;
					    u_xlatb7 = u_xlat1.y>=u_xlat13;
					    u_xlatb13 = u_xlat13<0.5;
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 1.5;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlatb13 ? u_xlat1.x : float(0.0);
					    u_xlat1.x = (u_xlatb7) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_MONOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					bool u_xlatb7;
					float u_xlat8;
					vec2 u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					bool u_xlatb13;
					vec2 u_xlat14;
					vec2 u_xlat17;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat6 = _Time.y * 0.03125;
					    u_xlatb12 = u_xlat6>=(-u_xlat6);
					    u_xlat6 = fract(abs(u_xlat6));
					    u_xlat6 = (u_xlatb12) ? u_xlat6 : (-u_xlat6);
					    u_xlat0.yzw = vec3(u_xlat6) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat12.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat12.x;
					    u_xlat12.x = dot(u_xlat12.yy, vec2(12.9898005, 78.2330017));
					    u_xlat12.x = sin(u_xlat12.x);
					    u_xlat0.z = u_xlat12.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat6 = u_xlat0.x * u_xlat0.y;
					    u_xlat6 = floor(u_xlat6);
					    u_xlat0.x = u_xlat6 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat6 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat6;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati6 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati18 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati6 = (-u_xlati6) + u_xlati18;
					    u_xlat6 = float(u_xlati6);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat18 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat18;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat6;
					    u_xlat2.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat2.y = float(0.0);
					    u_xlat14.x = float(1.0);
					    u_xlat3.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat6 = (-u_xlat3.y) + 1.0;
					    u_xlat3.z = (u_xlatb0) ? u_xlat6 : u_xlat3.y;
					    u_xlat0 = texture(_MainTex, u_xlat3.xz);
					    u_xlat1.xzw = exp2(u_xlat0.xyz);
					    u_xlat1.xzw = u_xlat1.xzw * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat1.xzw;
					    u_xlat4.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat4.w = dot(u_xlat1.xzw, u_xlat4.xyz);
					    u_xlat1.xzw = u_xlat4.www * _Tint.xyz;
					    u_xlat1.x = dot(u_xlat1.xzw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat4.www * _Tint.xyz + (-u_xlat1.xxx);
					    u_xlat4.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat1.xxx;
					    u_xlat4 = u_xlat4 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat4 = u_xlat4 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat4 = u_xlat4 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat4 = (-u_xlat0) + u_xlat4;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat4 + u_xlat0;
					    u_xlat1.x = u_xlat3.z * _ScreenParams.y;
					    u_xlat1.x = u_xlat1.x * _Scanline;
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4.xyz = u_xlat0.xyz + (-u_xlat1.xxx);
					    u_xlat1.xzw = u_xlat4.xyz * vec3(0.75, 0.75, 0.75) + u_xlat1.xxx;
					    u_xlat4.xyz = (-u_xlat0.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat1.xzw;
					    u_xlat14.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.xy = u_xlat14.xy * _ScreenParams.xx;
					    u_xlat5.xy = u_xlat2.xy * u_xlat3.xz;
					    u_xlat5.xy = floor(u_xlat5.xy);
					    u_xlat17.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat5.xy = u_xlat5.xy * u_xlat17.xy;
					    u_xlat2.xy = u_xlat5.xy / u_xlat2.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x + -0.5;
					    u_xlat2.x = _Noise * u_xlat2.x + 0.5;
					    u_xlat8 = (-u_xlat2.x) + 1.0;
					    u_xlat2.x = u_xlat2.x + u_xlat2.x;
					    u_xlat5.xyz = u_xlat1.xzw * u_xlat2.xxx;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = u_xlat8 + u_xlat8;
					    u_xlat2.xyz = (-u_xlat2.xxx) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat0.x = (u_xlatb1.x) ? u_xlat5.x : u_xlat2.x;
					    u_xlat0.y = (u_xlatb1.z) ? u_xlat5.y : u_xlat2.y;
					    u_xlat0.z = (u_xlatb1.w) ? u_xlat5.z : u_xlat2.z;
					    u_xlat1.x = u_xlat3.z * 4.0;
					    u_xlat13 = (-u_xlat3.z) + 1.0;
					    u_xlat19 = u_xlat3.z + -0.5;
					    u_xlat3.w = u_xlat14.y * u_xlat19;
					    u_xlat2.xy = u_xlat3.xw + vec2(-0.5, 0.0);
					    u_xlat19 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat19 = sqrt(u_xlat19);
					    u_xlat1.x = u_xlat13 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.x = u_xlat19 * _VignetteScale + (-u_xlat1.y);
					    u_xlat13 = u_xlat19 * _VignetteScale;
					    u_xlatb7 = u_xlat1.y>=u_xlat13;
					    u_xlatb13 = u_xlat13<0.5;
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 1.5;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlatb13 ? u_xlat1.x : float(0.0);
					    u_xlat1.x = (u_xlatb7) ? 1.0 : u_xlat1.x;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					bool u_xlatb4;
					float u_xlat8;
					bool u_xlatb8;
					bool u_xlatb12;
					void main()
					{
					    u_xlat0.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlat4.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat0.y = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = vs_TEXCOORD0.x;
					    u_xlat0 = u_xlat0.xyxy + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.y = dot(u_xlat0.zw, u_xlat0.zw);
					    u_xlat0.xy = sqrt(u_xlat0.xy);
					    u_xlat8 = u_xlat0.x * _VignetteScale;
					    u_xlatb12 = u_xlat8<0.5;
					    u_xlat1.x = (-_VignetteSoftness) + 0.5;
					    u_xlat0.x = u_xlat0.x * _VignetteScale + (-u_xlat1.x);
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 1.5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlatb12 ? u_xlat0.x : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlatb8 = u_xlat1.x<u_xlat8;
					    u_xlat0.x = u_xlatb8 ? u_xlat0.x : float(0.0);
					    u_xlat8 = u_xlat0.y * _VignetteScale + (-u_xlat1.x);
					    u_xlat4.x = u_xlat0.y * _VignetteScale;
					    u_xlatb12 = u_xlat1.x<u_xlat4.x;
					    u_xlatb4 = u_xlat4.x<0.5;
					    u_xlat8 = u_xlat8 / _VignetteSoftness;
					    u_xlat8 = (-u_xlat8) + 1.0;
					    u_xlat8 = log2(u_xlat8);
					    u_xlat8 = u_xlat8 * 1.5;
					    u_xlat8 = exp2(u_xlat8);
					    u_xlat4.x = u_xlatb4 ? u_xlat8 : float(0.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat4.x = u_xlatb12 ? u_xlat4.x : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat4.x + 1.0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = exp2(u_xlat1);
					    u_xlat2 = u_xlat2 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat3.xyw = u_xlat1.xyw * u_xlat2.xyw;
					    u_xlat4.x = u_xlat3.y + u_xlat3.x;
					    u_xlat4.x = u_xlat1.z * u_xlat2.z + u_xlat4.x;
					    u_xlat4.x = u_xlat4.x * 0.75;
					    u_xlat3.xyz = u_xlat4.xxx * _Tint.xyz;
					    u_xlat2 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat2 + u_xlat1;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat4.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat8 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat4.x = u_xlat8 * u_xlat4.x;
					    u_xlat4.x = log2(u_xlat4.x);
					    u_xlat4.x = u_xlat4.x * 0.150000006;
					    u_xlat4.x = exp2(u_xlat4.x);
					    u_xlat1 = u_xlat4.xxxx * u_xlat1;
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					bool u_xlatb4;
					float u_xlat8;
					bool u_xlatb8;
					bool u_xlatb12;
					void main()
					{
					    u_xlat0.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlat4.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat0.y = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = vs_TEXCOORD0.x;
					    u_xlat0 = u_xlat0.xyxy + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.y = dot(u_xlat0.zw, u_xlat0.zw);
					    u_xlat0.xy = sqrt(u_xlat0.xy);
					    u_xlat8 = u_xlat0.x * _VignetteScale;
					    u_xlatb12 = u_xlat8<0.5;
					    u_xlat1.x = (-_VignetteSoftness) + 0.5;
					    u_xlat0.x = u_xlat0.x * _VignetteScale + (-u_xlat1.x);
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 1.5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlatb12 ? u_xlat0.x : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlatb8 = u_xlat1.x<u_xlat8;
					    u_xlat0.x = u_xlatb8 ? u_xlat0.x : float(0.0);
					    u_xlat8 = u_xlat0.y * _VignetteScale + (-u_xlat1.x);
					    u_xlat4.x = u_xlat0.y * _VignetteScale;
					    u_xlatb12 = u_xlat1.x<u_xlat4.x;
					    u_xlatb4 = u_xlat4.x<0.5;
					    u_xlat8 = u_xlat8 / _VignetteSoftness;
					    u_xlat8 = (-u_xlat8) + 1.0;
					    u_xlat8 = log2(u_xlat8);
					    u_xlat8 = u_xlat8 * 1.5;
					    u_xlat8 = exp2(u_xlat8);
					    u_xlat4.x = u_xlatb4 ? u_xlat8 : float(0.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat4.x = u_xlatb12 ? u_xlat4.x : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat4.x + 1.0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2 = exp2(u_xlat1);
					    u_xlat2 = u_xlat2 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat3.xyw = u_xlat1.xyw * u_xlat2.xyw;
					    u_xlat4.x = u_xlat3.y + u_xlat3.x;
					    u_xlat4.x = u_xlat1.z * u_xlat2.z + u_xlat4.x;
					    u_xlat4.x = u_xlat4.x * 0.75;
					    u_xlat3.xyz = u_xlat4.xxx * _Tint.xyz;
					    u_xlat2 = (-u_xlat1) + u_xlat3;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat2 + u_xlat1;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat4.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat8 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat4.x = u_xlat8 * u_xlat4.x;
					    u_xlat4.x = log2(u_xlat4.x);
					    u_xlat4.x = u_xlat4.x * 0.150000006;
					    u_xlat4.x = exp2(u_xlat4.x);
					    u_xlat1 = u_xlat4.xxxx * u_xlat1;
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec2 u_xlat8;
					bool u_xlatb8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4 = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4>=(-u_xlat4);
					    u_xlat4 = fract(abs(u_xlat4));
					    u_xlat4 = (u_xlatb8) ? u_xlat4 : (-u_xlat4);
					    u_xlat0.yzw = vec3(u_xlat4) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4 = u_xlat0.x * u_xlat0.y;
					    u_xlat4 = floor(u_xlat4);
					    u_xlat0.x = u_xlat4 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4 = float(u_xlati4);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat2.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat4 = _DigitalTVNoiseThreshold;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat4 = u_xlat4 * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4<u_xlat0.z;
					    u_xlat2.z = (u_xlatb4) ? u_xlat0.x : u_xlat2.y;
					    u_xlat0.x = u_xlat2.z + -0.5;
					    u_xlat4 = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.w = u_xlat4 * u_xlat0.x;
					    u_xlat0 = u_xlat2.xwxw + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat3 = texture(_MainTex, u_xlat2.xz);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.y = dot(u_xlat0.zw, u_xlat0.zw);
					    u_xlat0.xy = sqrt(u_xlat0.xy);
					    u_xlat8.x = u_xlat0.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat0.x = u_xlat0.x * _VignetteScale;
					    u_xlat8.x = u_xlat8.x / _VignetteSoftness;
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * 1.5;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlatb12 = u_xlat0.x<0.5;
					    u_xlatb0 = u_xlat1.y<u_xlat0.x;
					    u_xlat8.x = u_xlatb12 ? u_xlat8.x : float(0.0);
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat0.x = u_xlatb0 ? u_xlat8.x : float(0.0);
					    u_xlat8.x = u_xlat0.y * _VignetteScale + (-u_xlat1.y);
					    u_xlat4 = u_xlat0.y * _VignetteScale;
					    u_xlatb12 = u_xlat1.y<u_xlat4;
					    u_xlatb4 = u_xlat4<0.5;
					    u_xlat8.x = u_xlat8.x / _VignetteSoftness;
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * 1.5;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat4 = u_xlatb4 ? u_xlat8.x : float(0.0);
					    u_xlat4 = (-u_xlat4) + 1.0;
					    u_xlat4 = u_xlatb12 ? u_xlat4 : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat4 + 1.0;
					    u_xlat4 = u_xlat2.z * 4.0;
					    u_xlat8.x = (-u_xlat2.z) + 1.0;
					    u_xlat4 = u_xlat8.x * u_xlat4;
					    u_xlat4 = log2(u_xlat4);
					    u_xlat4 = u_xlat4 * 0.150000006;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat1 = exp2(u_xlat3);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat1.xyw * u_xlat3.xyw;
					    u_xlat8.x = u_xlat2.y + u_xlat2.x;
					    u_xlat8.x = u_xlat3.z * u_xlat1.z + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x * 0.75;
					    u_xlat2.xyz = u_xlat8.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat3) + u_xlat2;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat3;
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1 = vec4(u_xlat4) * u_xlat1;
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						vec4 unused_0_5;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec2 u_xlat8;
					bool u_xlatb8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4 = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4>=(-u_xlat4);
					    u_xlat4 = fract(abs(u_xlat4));
					    u_xlat4 = (u_xlatb8) ? u_xlat4 : (-u_xlat4);
					    u_xlat0.yzw = vec3(u_xlat4) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4 = u_xlat0.x * u_xlat0.y;
					    u_xlat4 = floor(u_xlat4);
					    u_xlat0.x = u_xlat4 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4 = float(u_xlati4);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat2.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat4 = _DigitalTVNoiseThreshold;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat4 = u_xlat4 * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4<u_xlat0.z;
					    u_xlat2.z = (u_xlatb4) ? u_xlat0.x : u_xlat2.y;
					    u_xlat0.x = u_xlat2.z + -0.5;
					    u_xlat4 = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.w = u_xlat4 * u_xlat0.x;
					    u_xlat0 = u_xlat2.xwxw + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat3 = texture(_MainTex, u_xlat2.xz);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.y = dot(u_xlat0.zw, u_xlat0.zw);
					    u_xlat0.xy = sqrt(u_xlat0.xy);
					    u_xlat8.x = u_xlat0.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat0.x = u_xlat0.x * _VignetteScale;
					    u_xlat8.x = u_xlat8.x / _VignetteSoftness;
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * 1.5;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlatb12 = u_xlat0.x<0.5;
					    u_xlatb0 = u_xlat1.y<u_xlat0.x;
					    u_xlat8.x = u_xlatb12 ? u_xlat8.x : float(0.0);
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat0.x = u_xlatb0 ? u_xlat8.x : float(0.0);
					    u_xlat8.x = u_xlat0.y * _VignetteScale + (-u_xlat1.y);
					    u_xlat4 = u_xlat0.y * _VignetteScale;
					    u_xlatb12 = u_xlat1.y<u_xlat4;
					    u_xlatb4 = u_xlat4<0.5;
					    u_xlat8.x = u_xlat8.x / _VignetteSoftness;
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * 1.5;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat4 = u_xlatb4 ? u_xlat8.x : float(0.0);
					    u_xlat4 = (-u_xlat4) + 1.0;
					    u_xlat4 = u_xlatb12 ? u_xlat4 : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat4 + 1.0;
					    u_xlat4 = u_xlat2.z * 4.0;
					    u_xlat8.x = (-u_xlat2.z) + 1.0;
					    u_xlat4 = u_xlat8.x * u_xlat4;
					    u_xlat4 = log2(u_xlat4);
					    u_xlat4 = u_xlat4 * 0.150000006;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat1 = exp2(u_xlat3);
					    u_xlat1 = u_xlat1 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat2.xyw = u_xlat1.xyw * u_xlat3.xyw;
					    u_xlat8.x = u_xlat2.y + u_xlat2.x;
					    u_xlat8.x = u_xlat3.z * u_xlat1.z + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x * 0.75;
					    u_xlat2.xyz = u_xlat8.xxx * _Tint.xyz;
					    u_xlat1 = (-u_xlat3) + u_xlat2;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat3;
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1 = vec4(u_xlat4) * u_xlat1;
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_9;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					bool u_xlatb6;
					vec2 u_xlat10;
					float u_xlat11;
					bool u_xlatb11;
					bool u_xlatb16;
					void main()
					{
					    u_xlat0.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat1.x = 1.0;
					    u_xlat1.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat10.xy = u_xlat1.xy * _ScreenParams.xx;
					    u_xlat1.xz = u_xlat10.xy * vs_TEXCOORD0.xy;
					    u_xlat1.xz = floor(u_xlat1.xz);
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat0.xy / u_xlat10.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = exp2(u_xlat2);
					    u_xlat3 = u_xlat3 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat4.xyw = u_xlat2.xyw * u_xlat3.xyw;
					    u_xlat10.x = u_xlat4.y + u_xlat4.x;
					    u_xlat10.x = u_xlat2.z * u_xlat3.z + u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * 0.75;
					    u_xlat4.xyz = u_xlat10.xxx * _Tint.xyz;
					    u_xlat3 = (-u_xlat2) + u_xlat4;
					    u_xlat2 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat2;
					    u_xlat10.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat10.x = u_xlat10.x * _Scanline;
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat1.xzw = (-u_xlat10.xxx) + u_xlat2.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat10.xxx;
					    u_xlat3.xyz = (-u_xlat2.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat2.xyz;
					    u_xlat5.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = (u_xlatb1.x) ? u_xlat3.x : u_xlat5.x;
					    u_xlat2.y = (u_xlatb1.z) ? u_xlat3.y : u_xlat5.y;
					    u_xlat2.z = (u_xlatb1.w) ? u_xlat3.z : u_xlat5.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat5.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat5.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat2;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat1.y = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1 = u_xlat1.xyxy + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.y = dot(u_xlat1.zw, u_xlat1.zw);
					    u_xlat1.xy = sqrt(u_xlat1.xy);
					    u_xlat11 = u_xlat1.x * _VignetteScale;
					    u_xlatb16 = u_xlat11<0.5;
					    u_xlat2.x = (-_VignetteSoftness) + 0.5;
					    u_xlat1.x = u_xlat1.x * _VignetteScale + (-u_xlat2.x);
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 1.5;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlatb16 ? u_xlat1.x : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlatb11 = u_xlat2.x<u_xlat11;
					    u_xlat1.x = u_xlatb11 ? u_xlat1.x : float(0.0);
					    u_xlat11 = u_xlat1.y * _VignetteScale + (-u_xlat2.x);
					    u_xlat6 = u_xlat1.y * _VignetteScale;
					    u_xlatb16 = u_xlat2.x<u_xlat6;
					    u_xlatb6 = u_xlat6<0.5;
					    u_xlat11 = u_xlat11 / _VignetteSoftness;
					    u_xlat11 = (-u_xlat11) + 1.0;
					    u_xlat11 = log2(u_xlat11);
					    u_xlat11 = u_xlat11 * 1.5;
					    u_xlat11 = exp2(u_xlat11);
					    u_xlat6 = u_xlatb6 ? u_xlat11 : float(0.0);
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat6 = u_xlatb16 ? u_xlat6 : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat6 + 1.0;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_9;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					bool u_xlatb6;
					vec2 u_xlat10;
					float u_xlat11;
					bool u_xlatb11;
					bool u_xlatb16;
					void main()
					{
					    u_xlat0.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat1.x = 1.0;
					    u_xlat1.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat10.xy = u_xlat1.xy * _ScreenParams.xx;
					    u_xlat1.xz = u_xlat10.xy * vs_TEXCOORD0.xy;
					    u_xlat1.xz = floor(u_xlat1.xz);
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat0.xy / u_xlat10.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = exp2(u_xlat2);
					    u_xlat3 = u_xlat3 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat4.xyw = u_xlat2.xyw * u_xlat3.xyw;
					    u_xlat10.x = u_xlat4.y + u_xlat4.x;
					    u_xlat10.x = u_xlat2.z * u_xlat3.z + u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * 0.75;
					    u_xlat4.xyz = u_xlat10.xxx * _Tint.xyz;
					    u_xlat3 = (-u_xlat2) + u_xlat4;
					    u_xlat2 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat2;
					    u_xlat10.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat10.x = u_xlat10.x * _Scanline;
					    u_xlat10.x = sin(u_xlat10.x);
					    u_xlat1.xzw = (-u_xlat10.xxx) + u_xlat2.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat10.xxx;
					    u_xlat3.xyz = (-u_xlat2.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat2.xyz;
					    u_xlat5.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = (u_xlatb1.x) ? u_xlat3.x : u_xlat5.x;
					    u_xlat2.y = (u_xlatb1.z) ? u_xlat3.y : u_xlat5.y;
					    u_xlat2.z = (u_xlatb1.w) ? u_xlat3.z : u_xlat5.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat5.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat5.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat2;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat1.y = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1 = u_xlat1.xyxy + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.y = dot(u_xlat1.zw, u_xlat1.zw);
					    u_xlat1.xy = sqrt(u_xlat1.xy);
					    u_xlat11 = u_xlat1.x * _VignetteScale;
					    u_xlatb16 = u_xlat11<0.5;
					    u_xlat2.x = (-_VignetteSoftness) + 0.5;
					    u_xlat1.x = u_xlat1.x * _VignetteScale + (-u_xlat2.x);
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 1.5;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlatb16 ? u_xlat1.x : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlatb11 = u_xlat2.x<u_xlat11;
					    u_xlat1.x = u_xlatb11 ? u_xlat1.x : float(0.0);
					    u_xlat11 = u_xlat1.y * _VignetteScale + (-u_xlat2.x);
					    u_xlat6 = u_xlat1.y * _VignetteScale;
					    u_xlatb16 = u_xlat2.x<u_xlat6;
					    u_xlatb6 = u_xlat6<0.5;
					    u_xlat11 = u_xlat11 / _VignetteSoftness;
					    u_xlat11 = (-u_xlat11) + 1.0;
					    u_xlat11 = log2(u_xlat11);
					    u_xlat11 = u_xlat11 * 1.5;
					    u_xlat11 = exp2(u_xlat11);
					    u_xlat6 = u_xlatb6 ? u_xlat11 : float(0.0);
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat6 = u_xlatb16 ? u_xlat6 : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat6 + 1.0;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat8;
					bool u_xlatb8;
					vec2 u_xlat14;
					bool u_xlatb14;
					float u_xlat15;
					bool u_xlatb15;
					vec2 u_xlat16;
					float u_xlat21;
					int u_xlati21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat7.x = _Time.y * 0.03125;
					    u_xlatb14 = u_xlat7.x>=(-u_xlat7.x);
					    u_xlat7.x = fract(abs(u_xlat7.x));
					    u_xlat7.x = (u_xlatb14) ? u_xlat7.x : (-u_xlat7.x);
					    u_xlat0.yzw = u_xlat7.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat14.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat14.x;
					    u_xlat14.x = dot(u_xlat14.yy, vec2(12.9898005, 78.2330017));
					    u_xlat14.x = sin(u_xlat14.x);
					    u_xlat0.z = u_xlat14.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat7.x = u_xlat0.x * u_xlat0.y;
					    u_xlat7.x = floor(u_xlat7.x);
					    u_xlat0.x = u_xlat7.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat7.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat7.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati7 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati21 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati7 = (-u_xlati7) + u_xlati21;
					    u_xlat7.x = float(u_xlati7);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat21 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat21;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat7.x;
					    u_xlat2.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat2.y = float(0.0);
					    u_xlat16.x = float(1.0);
					    u_xlat3.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat7.x = (-u_xlat3.y) + 1.0;
					    u_xlat3.z = (u_xlatb0) ? u_xlat7.x : u_xlat3.y;
					    u_xlat16.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat16.xy * _ScreenParams.xx;
					    u_xlat14.xy = u_xlat0.xy * u_xlat3.xz;
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat1.xz = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat14.xy = u_xlat14.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat14.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat4 = texture(_MainTex, u_xlat3.xz);
					    u_xlat5 = exp2(u_xlat4);
					    u_xlat5 = u_xlat5 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat6.xyw = u_xlat4.xyw * u_xlat5.xyw;
					    u_xlat14.x = u_xlat6.y + u_xlat6.x;
					    u_xlat14.x = u_xlat4.z * u_xlat5.z + u_xlat14.x;
					    u_xlat14.x = u_xlat14.x * 0.75;
					    u_xlat6.xyz = u_xlat14.xxx * _Tint.xyz;
					    u_xlat5 = (-u_xlat4) + u_xlat6;
					    u_xlat4 = vec4(_LuminanceAmount) * u_xlat5 + u_xlat4;
					    u_xlat14.x = u_xlat3.z * _ScreenParams.y;
					    u_xlat14.x = u_xlat14.x * _Scanline;
					    u_xlat14.x = sin(u_xlat14.x);
					    u_xlat1.xzw = (-u_xlat14.xxx) + u_xlat4.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat14.xxx;
					    u_xlat2.xyz = (-u_xlat4.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat4.xyz;
					    u_xlat7.xyz = (-u_xlat0.yyy) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat4.x = (u_xlatb1.x) ? u_xlat2.x : u_xlat7.x;
					    u_xlat4.y = (u_xlatb1.z) ? u_xlat2.y : u_xlat7.y;
					    u_xlat4.z = (u_xlatb1.w) ? u_xlat2.z : u_xlat7.z;
					    u_xlat0.x = u_xlat3.z * 4.0;
					    u_xlat7.x = (-u_xlat3.z) + 1.0;
					    u_xlat14.x = u_xlat3.z + -0.5;
					    u_xlat3.w = u_xlat16.y * u_xlat14.x;
					    u_xlat2 = u_xlat3.xwxw + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat4;
					    u_xlat1.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat1.z = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.xz = sqrt(u_xlat1.xz);
					    u_xlat22 = u_xlat1.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlat22 = u_xlat22 / _VignetteSoftness;
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat22 = log2(u_xlat22);
					    u_xlat22 = u_xlat22 * 1.5;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlatb2 = u_xlat1.x<0.5;
					    u_xlatb1.x = u_xlat1.y<u_xlat1.x;
					    u_xlat22 = u_xlatb2 ? u_xlat22 : float(0.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat1.x = u_xlatb1.x ? u_xlat22 : float(0.0);
					    u_xlat22 = u_xlat1.z * _VignetteScale + (-u_xlat1.y);
					    u_xlat15 = u_xlat1.z * _VignetteScale;
					    u_xlatb8 = u_xlat1.y<u_xlat15;
					    u_xlatb15 = u_xlat15<0.5;
					    u_xlat22 = u_xlat22 / _VignetteSoftness;
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat22 = log2(u_xlat22);
					    u_xlat22 = u_xlat22 * 1.5;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlat15 = u_xlatb15 ? u_xlat22 : float(0.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat8 = u_xlatb8 ? u_xlat15 : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat8 + 1.0;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec4 unused_0_3;
						vec3 _Tint;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					int u_xlati7;
					float u_xlat8;
					bool u_xlatb8;
					vec2 u_xlat14;
					bool u_xlatb14;
					float u_xlat15;
					bool u_xlatb15;
					vec2 u_xlat16;
					float u_xlat21;
					int u_xlati21;
					float u_xlat22;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat7.x = _Time.y * 0.03125;
					    u_xlatb14 = u_xlat7.x>=(-u_xlat7.x);
					    u_xlat7.x = fract(abs(u_xlat7.x));
					    u_xlat7.x = (u_xlatb14) ? u_xlat7.x : (-u_xlat7.x);
					    u_xlat0.yzw = u_xlat7.xxx * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat14.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat14.x;
					    u_xlat14.x = dot(u_xlat14.yy, vec2(12.9898005, 78.2330017));
					    u_xlat14.x = sin(u_xlat14.x);
					    u_xlat0.z = u_xlat14.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat7.x = u_xlat0.x * u_xlat0.y;
					    u_xlat7.x = floor(u_xlat7.x);
					    u_xlat0.x = u_xlat7.x / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat7.x = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat7.x;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati7 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati21 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati7 = (-u_xlati7) + u_xlati21;
					    u_xlat7.x = float(u_xlati7);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat21 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat21;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat7.x;
					    u_xlat2.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat2.y = float(0.0);
					    u_xlat16.x = float(1.0);
					    u_xlat3.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat7.x = (-u_xlat3.y) + 1.0;
					    u_xlat3.z = (u_xlatb0) ? u_xlat7.x : u_xlat3.y;
					    u_xlat16.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat0.xy = u_xlat16.xy * _ScreenParams.xx;
					    u_xlat14.xy = u_xlat0.xy * u_xlat3.xz;
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat1.xz = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat14.xy = u_xlat14.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat14.xy / u_xlat0.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat4 = texture(_MainTex, u_xlat3.xz);
					    u_xlat5 = exp2(u_xlat4);
					    u_xlat5 = u_xlat5 * vec4(vec4(_Exposure, _Exposure, _Exposure, _Exposure));
					    u_xlat6.xyw = u_xlat4.xyw * u_xlat5.xyw;
					    u_xlat14.x = u_xlat6.y + u_xlat6.x;
					    u_xlat14.x = u_xlat4.z * u_xlat5.z + u_xlat14.x;
					    u_xlat14.x = u_xlat14.x * 0.75;
					    u_xlat6.xyz = u_xlat14.xxx * _Tint.xyz;
					    u_xlat5 = (-u_xlat4) + u_xlat6;
					    u_xlat4 = vec4(_LuminanceAmount) * u_xlat5 + u_xlat4;
					    u_xlat14.x = u_xlat3.z * _ScreenParams.y;
					    u_xlat14.x = u_xlat14.x * _Scanline;
					    u_xlat14.x = sin(u_xlat14.x);
					    u_xlat1.xzw = (-u_xlat14.xxx) + u_xlat4.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat14.xxx;
					    u_xlat2.xyz = (-u_xlat4.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat4.xyz;
					    u_xlat7.xyz = (-u_xlat0.yyy) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat4.x = (u_xlatb1.x) ? u_xlat2.x : u_xlat7.x;
					    u_xlat4.y = (u_xlatb1.z) ? u_xlat2.y : u_xlat7.y;
					    u_xlat4.z = (u_xlatb1.w) ? u_xlat2.z : u_xlat7.z;
					    u_xlat0.x = u_xlat3.z * 4.0;
					    u_xlat7.x = (-u_xlat3.z) + 1.0;
					    u_xlat14.x = u_xlat3.z + -0.5;
					    u_xlat3.w = u_xlat16.y * u_xlat14.x;
					    u_xlat2 = u_xlat3.xwxw + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat4;
					    u_xlat1.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat1.z = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.xz = sqrt(u_xlat1.xz);
					    u_xlat22 = u_xlat1.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlat22 = u_xlat22 / _VignetteSoftness;
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat22 = log2(u_xlat22);
					    u_xlat22 = u_xlat22 * 1.5;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlatb2 = u_xlat1.x<0.5;
					    u_xlatb1.x = u_xlat1.y<u_xlat1.x;
					    u_xlat22 = u_xlatb2 ? u_xlat22 : float(0.0);
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat1.x = u_xlatb1.x ? u_xlat22 : float(0.0);
					    u_xlat22 = u_xlat1.z * _VignetteScale + (-u_xlat1.y);
					    u_xlat15 = u_xlat1.z * _VignetteScale;
					    u_xlatb8 = u_xlat1.y<u_xlat15;
					    u_xlatb15 = u_xlat15<0.5;
					    u_xlat22 = u_xlat22 / _VignetteSoftness;
					    u_xlat22 = (-u_xlat22) + 1.0;
					    u_xlat22 = log2(u_xlat22);
					    u_xlat22 = u_xlat22 * 1.5;
					    u_xlat22 = exp2(u_xlat22);
					    u_xlat15 = u_xlatb15 ? u_xlat22 : float(0.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat8 = u_xlatb8 ? u_xlat15 : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat8 + 1.0;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					bool u_xlatb4;
					float u_xlat8;
					bool u_xlatb8;
					bool u_xlatb12;
					void main()
					{
					    u_xlat0.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlat4.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat0.y = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = vs_TEXCOORD0.x;
					    u_xlat0 = u_xlat0.xyxy + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.y = dot(u_xlat0.zw, u_xlat0.zw);
					    u_xlat0.xy = sqrt(u_xlat0.xy);
					    u_xlat8 = u_xlat0.x * _VignetteScale;
					    u_xlatb12 = u_xlat8<0.5;
					    u_xlat1.x = (-_VignetteSoftness) + 0.5;
					    u_xlat0.x = u_xlat0.x * _VignetteScale + (-u_xlat1.x);
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 1.5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlatb12 ? u_xlat0.x : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlatb8 = u_xlat1.x<u_xlat8;
					    u_xlat0.x = u_xlatb8 ? u_xlat0.x : float(0.0);
					    u_xlat8 = u_xlat0.y * _VignetteScale + (-u_xlat1.x);
					    u_xlat4.x = u_xlat0.y * _VignetteScale;
					    u_xlatb12 = u_xlat1.x<u_xlat4.x;
					    u_xlatb4 = u_xlat4.x<0.5;
					    u_xlat8 = u_xlat8 / _VignetteSoftness;
					    u_xlat8 = (-u_xlat8) + 1.0;
					    u_xlat8 = log2(u_xlat8);
					    u_xlat8 = u_xlat8 * 1.5;
					    u_xlat8 = exp2(u_xlat8);
					    u_xlat4.x = u_xlatb4 ? u_xlat8 : float(0.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat4.x = u_xlatb12 ? u_xlat4.x : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat4.x + 1.0;
					    u_xlat4.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat2.w = dot(u_xlat2.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat2.www * _Tint.xyz;
					    u_xlat4.x = dot(u_xlat4.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat3.xyz = u_xlat2.www * _Tint.xyz + (-u_xlat4.xxx);
					    u_xlat2.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat3.xyz + u_xlat4.xxx;
					    u_xlat2 = u_xlat2 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat2 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat2 = (-u_xlat1) + u_xlat2;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat2 + u_xlat1;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat4.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat8 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat4.x = u_xlat8 * u_xlat4.x;
					    u_xlat4.x = log2(u_xlat4.x);
					    u_xlat4.x = u_xlat4.x * 0.150000006;
					    u_xlat4.x = exp2(u_xlat4.x);
					    u_xlat1 = u_xlat4.xxxx * u_xlat1;
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					bool u_xlatb4;
					float u_xlat8;
					bool u_xlatb8;
					bool u_xlatb12;
					void main()
					{
					    u_xlat0.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlat4.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat0.y = u_xlat0.x * u_xlat4.x;
					    u_xlat0.x = vs_TEXCOORD0.x;
					    u_xlat0 = u_xlat0.xyxy + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.y = dot(u_xlat0.zw, u_xlat0.zw);
					    u_xlat0.xy = sqrt(u_xlat0.xy);
					    u_xlat8 = u_xlat0.x * _VignetteScale;
					    u_xlatb12 = u_xlat8<0.5;
					    u_xlat1.x = (-_VignetteSoftness) + 0.5;
					    u_xlat0.x = u_xlat0.x * _VignetteScale + (-u_xlat1.x);
					    u_xlat0.x = u_xlat0.x / _VignetteSoftness;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 1.5;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = u_xlatb12 ? u_xlat0.x : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlatb8 = u_xlat1.x<u_xlat8;
					    u_xlat0.x = u_xlatb8 ? u_xlat0.x : float(0.0);
					    u_xlat8 = u_xlat0.y * _VignetteScale + (-u_xlat1.x);
					    u_xlat4.x = u_xlat0.y * _VignetteScale;
					    u_xlatb12 = u_xlat1.x<u_xlat4.x;
					    u_xlatb4 = u_xlat4.x<0.5;
					    u_xlat8 = u_xlat8 / _VignetteSoftness;
					    u_xlat8 = (-u_xlat8) + 1.0;
					    u_xlat8 = log2(u_xlat8);
					    u_xlat8 = u_xlat8 * 1.5;
					    u_xlat8 = exp2(u_xlat8);
					    u_xlat4.x = u_xlatb4 ? u_xlat8 : float(0.0);
					    u_xlat4.x = (-u_xlat4.x) + 1.0;
					    u_xlat4.x = u_xlatb12 ? u_xlat4.x : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat4.x + 1.0;
					    u_xlat4.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = exp2(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat2.w = dot(u_xlat2.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat2.www * _Tint.xyz;
					    u_xlat4.x = dot(u_xlat4.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat3.xyz = u_xlat2.www * _Tint.xyz + (-u_xlat4.xxx);
					    u_xlat2.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat3.xyz + u_xlat4.xxx;
					    u_xlat2 = u_xlat2 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat2 = u_xlat2 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat2 = u_xlat2 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat2 = (-u_xlat1) + u_xlat2;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat2 + u_xlat1;
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat4.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat8 = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat4.x = u_xlat8 * u_xlat4.x;
					    u_xlat4.x = log2(u_xlat4.x);
					    u_xlat4.x = u_xlat4.x * 0.150000006;
					    u_xlat4.x = exp2(u_xlat4.x);
					    u_xlat1 = u_xlat4.xxxx * u_xlat1;
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec2 u_xlat8;
					bool u_xlatb8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4 = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4>=(-u_xlat4);
					    u_xlat4 = fract(abs(u_xlat4));
					    u_xlat4 = (u_xlatb8) ? u_xlat4 : (-u_xlat4);
					    u_xlat0.yzw = vec3(u_xlat4) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4 = u_xlat0.x * u_xlat0.y;
					    u_xlat4 = floor(u_xlat4);
					    u_xlat0.x = u_xlat4 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4 = float(u_xlati4);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat2.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat4 = _DigitalTVNoiseThreshold;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat4 = u_xlat4 * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4<u_xlat0.z;
					    u_xlat2.z = (u_xlatb4) ? u_xlat0.x : u_xlat2.y;
					    u_xlat0.x = u_xlat2.z + -0.5;
					    u_xlat4 = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.w = u_xlat4 * u_xlat0.x;
					    u_xlat0 = u_xlat2.xwxw + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat3 = texture(_MainTex, u_xlat2.xz);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.y = dot(u_xlat0.zw, u_xlat0.zw);
					    u_xlat0.xy = sqrt(u_xlat0.xy);
					    u_xlat8.x = u_xlat0.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat0.x = u_xlat0.x * _VignetteScale;
					    u_xlat8.x = u_xlat8.x / _VignetteSoftness;
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * 1.5;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlatb12 = u_xlat0.x<0.5;
					    u_xlatb0 = u_xlat1.y<u_xlat0.x;
					    u_xlat8.x = u_xlatb12 ? u_xlat8.x : float(0.0);
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat0.x = u_xlatb0 ? u_xlat8.x : float(0.0);
					    u_xlat8.x = u_xlat0.y * _VignetteScale + (-u_xlat1.y);
					    u_xlat4 = u_xlat0.y * _VignetteScale;
					    u_xlatb12 = u_xlat1.y<u_xlat4;
					    u_xlatb4 = u_xlat4<0.5;
					    u_xlat8.x = u_xlat8.x / _VignetteSoftness;
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * 1.5;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat4 = u_xlatb4 ? u_xlat8.x : float(0.0);
					    u_xlat4 = (-u_xlat4) + 1.0;
					    u_xlat4 = u_xlatb12 ? u_xlat4 : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat4 + 1.0;
					    u_xlat4 = u_xlat2.z * 4.0;
					    u_xlat8.x = (-u_xlat2.z) + 1.0;
					    u_xlat4 = u_xlat8.x * u_xlat4;
					    u_xlat4 = log2(u_xlat4);
					    u_xlat4 = u_xlat4 * 0.150000006;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat1.xyz = exp2(u_xlat3.xyz);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat2.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat2.xyz + u_xlat8.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat3) + u_xlat1;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat3;
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1 = vec4(u_xlat4) * u_xlat1;
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					int u_xlati4;
					bool u_xlatb4;
					vec2 u_xlat8;
					bool u_xlatb8;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat4 = _Time.y * 0.03125;
					    u_xlatb8 = u_xlat4>=(-u_xlat4);
					    u_xlat4 = fract(abs(u_xlat4));
					    u_xlat4 = (u_xlatb8) ? u_xlat4 : (-u_xlat4);
					    u_xlat0.yzw = vec3(u_xlat4) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat8.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat8.x;
					    u_xlat8.x = dot(u_xlat8.yy, vec2(12.9898005, 78.2330017));
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat0.z = u_xlat8.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat4 = u_xlat0.x * u_xlat0.y;
					    u_xlat4 = floor(u_xlat4);
					    u_xlat0.x = u_xlat4 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat4 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat4;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati4 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati12 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati4 = (-u_xlati4) + u_xlati12;
					    u_xlat4 = float(u_xlati4);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat12;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat4;
					    u_xlat0.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat0.y = 0.0;
					    u_xlat2.xy = u_xlat0.xy + vs_TEXCOORD0.xy;
					    u_xlat2.xy = clamp(u_xlat2.xy, 0.0, 1.0);
					    u_xlat0.x = (-u_xlat2.y) + 1.0;
					    u_xlat4 = _DigitalTVNoiseThreshold;
					    u_xlat4 = clamp(u_xlat4, 0.0, 1.0);
					    u_xlat4 = u_xlat4 * -0.0249999762 + 1.0;
					    u_xlatb4 = u_xlat4<u_xlat0.z;
					    u_xlat2.z = (u_xlatb4) ? u_xlat0.x : u_xlat2.y;
					    u_xlat0.x = u_xlat2.z + -0.5;
					    u_xlat4 = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.w = u_xlat4 * u_xlat0.x;
					    u_xlat0 = u_xlat2.xwxw + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat3 = texture(_MainTex, u_xlat2.xz);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.y = dot(u_xlat0.zw, u_xlat0.zw);
					    u_xlat0.xy = sqrt(u_xlat0.xy);
					    u_xlat8.x = u_xlat0.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat0.x = u_xlat0.x * _VignetteScale;
					    u_xlat8.x = u_xlat8.x / _VignetteSoftness;
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * 1.5;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlatb12 = u_xlat0.x<0.5;
					    u_xlatb0 = u_xlat1.y<u_xlat0.x;
					    u_xlat8.x = u_xlatb12 ? u_xlat8.x : float(0.0);
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat0.x = u_xlatb0 ? u_xlat8.x : float(0.0);
					    u_xlat8.x = u_xlat0.y * _VignetteScale + (-u_xlat1.y);
					    u_xlat4 = u_xlat0.y * _VignetteScale;
					    u_xlatb12 = u_xlat1.y<u_xlat4;
					    u_xlatb4 = u_xlat4<0.5;
					    u_xlat8.x = u_xlat8.x / _VignetteSoftness;
					    u_xlat8.x = (-u_xlat8.x) + 1.0;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * 1.5;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat4 = u_xlatb4 ? u_xlat8.x : float(0.0);
					    u_xlat4 = (-u_xlat4) + 1.0;
					    u_xlat4 = u_xlatb12 ? u_xlat4 : float(0.0);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat4 + 1.0;
					    u_xlat4 = u_xlat2.z * 4.0;
					    u_xlat8.x = (-u_xlat2.z) + 1.0;
					    u_xlat4 = u_xlat8.x * u_xlat4;
					    u_xlat4 = log2(u_xlat4);
					    u_xlat4 = u_xlat4 * 0.150000006;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat1.xyz = exp2(u_xlat3.xyz);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat2.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat1.w = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat1.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat2.xyz, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat2.xyz = u_xlat1.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat1.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat2.xyz + u_xlat8.xxx;
					    u_xlat1 = u_xlat1 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat1 = u_xlat1 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat1 = u_xlat1 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat1 = (-u_xlat3) + u_xlat1;
					    u_xlat1 = vec4(_LuminanceAmount) * u_xlat1 + u_xlat3;
					    u_xlat2.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * vec3(0.75, 0.75, 0.75);
					    u_xlat1 = vec4(u_xlat4) * u_xlat1;
					    u_xlat0 = u_xlat0.xxxx * u_xlat1;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_12;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec2 u_xlat8;
					float u_xlat9;
					bool u_xlatb9;
					bool u_xlatb13;
					void main()
					{
					    u_xlat0.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat1.x = 1.0;
					    u_xlat1.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat8.xy = u_xlat1.xy * _ScreenParams.xx;
					    u_xlat1.xz = u_xlat8.xy * vs_TEXCOORD0.xy;
					    u_xlat1.xz = floor(u_xlat1.xz);
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat0.xy / u_xlat8.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1.xzw = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat3.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.w = dot(u_xlat3.xyz, u_xlat1.xzw);
					    u_xlat1.xzw = u_xlat3.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat1.xzw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat1.xzw = u_xlat3.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat1.xzw + u_xlat8.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat2) + u_xlat3;
					    u_xlat2 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat2;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat1.xzw = (-u_xlat8.xxx) + u_xlat2.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat2.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat2.xyz;
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = (u_xlatb1.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat2.y = (u_xlatb1.z) ? u_xlat3.y : u_xlat4.y;
					    u_xlat2.z = (u_xlatb1.w) ? u_xlat3.z : u_xlat4.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat2;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat1.y = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1 = u_xlat1.xyxy + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.y = dot(u_xlat1.zw, u_xlat1.zw);
					    u_xlat1.xy = sqrt(u_xlat1.xy);
					    u_xlat9 = u_xlat1.x * _VignetteScale;
					    u_xlatb13 = u_xlat9<0.5;
					    u_xlat2.x = (-_VignetteSoftness) + 0.5;
					    u_xlat1.x = u_xlat1.x * _VignetteScale + (-u_xlat2.x);
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 1.5;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlatb13 ? u_xlat1.x : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlatb9 = u_xlat2.x<u_xlat9;
					    u_xlat1.x = u_xlatb9 ? u_xlat1.x : float(0.0);
					    u_xlat9 = u_xlat1.y * _VignetteScale + (-u_xlat2.x);
					    u_xlat5 = u_xlat1.y * _VignetteScale;
					    u_xlatb13 = u_xlat2.x<u_xlat5;
					    u_xlatb5 = u_xlat5<0.5;
					    u_xlat9 = u_xlat9 / _VignetteSoftness;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * 1.5;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat5 = u_xlatb5 ? u_xlat9 : float(0.0);
					    u_xlat5 = (-u_xlat5) + 1.0;
					    u_xlat5 = u_xlatb13 ? u_xlat5 : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat5 + 1.0;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						vec4 unused_0_12;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					bool u_xlatb5;
					vec2 u_xlat8;
					float u_xlat9;
					bool u_xlatb9;
					bool u_xlatb13;
					void main()
					{
					    u_xlat0.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat1.x = 1.0;
					    u_xlat1.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat8.xy = u_xlat1.xy * _ScreenParams.xx;
					    u_xlat1.xz = u_xlat8.xy * vs_TEXCOORD0.xy;
					    u_xlat1.xz = floor(u_xlat1.xz);
					    u_xlat0.xy = u_xlat0.xy * u_xlat1.xz;
					    u_xlat0.xy = u_xlat0.xy / u_xlat8.xy;
					    u_xlat0.x = dot(u_xlat0.xy, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x + -0.5;
					    u_xlat0.x = _Noise * u_xlat0.x + 0.5;
					    u_xlat0.y = (-u_xlat0.x) + 1.0;
					    u_xlat0.xy = u_xlat0.xy + u_xlat0.xy;
					    u_xlat1.xzw = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = exp2(u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat3.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlat3.w = dot(u_xlat3.xyz, u_xlat1.xzw);
					    u_xlat1.xzw = u_xlat3.www * _Tint.xyz;
					    u_xlat8.x = dot(u_xlat1.xzw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat1.xzw = u_xlat3.www * _Tint.xyz + (-u_xlat8.xxx);
					    u_xlat3.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat1.xzw + u_xlat8.xxx;
					    u_xlat3 = u_xlat3 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat3 = u_xlat3 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat3 = u_xlat3 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat3 = (-u_xlat2) + u_xlat3;
					    u_xlat2 = vec4(_LuminanceAmount) * u_xlat3 + u_xlat2;
					    u_xlat8.x = vs_TEXCOORD0.y * _ScreenParams.y;
					    u_xlat8.x = u_xlat8.x * _Scanline;
					    u_xlat8.x = sin(u_xlat8.x);
					    u_xlat1.xzw = (-u_xlat8.xxx) + u_xlat2.xyz;
					    u_xlat1.xzw = u_xlat1.xzw * vec3(0.75, 0.75, 0.75) + u_xlat8.xxx;
					    u_xlat3.xyz = (-u_xlat2.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat1.xzw * u_xlat2.xyz;
					    u_xlat4.xyz = (-u_xlat0.yyy) * u_xlat3.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat1.xzw;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = (u_xlatb1.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat2.y = (u_xlatb1.z) ? u_xlat3.y : u_xlat4.y;
					    u_xlat2.z = (u_xlatb1.w) ? u_xlat3.z : u_xlat4.z;
					    u_xlat0.x = vs_TEXCOORD0.y * 4.0;
					    u_xlat4.x = (-vs_TEXCOORD0.y) + 1.0;
					    u_xlat0.x = u_xlat4.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 0.150000006;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0 = u_xlat0.xxxx * u_xlat2;
					    u_xlat1.x = vs_TEXCOORD0.y + -0.5;
					    u_xlat1.y = u_xlat1.y * u_xlat1.x;
					    u_xlat1.x = vs_TEXCOORD0.x;
					    u_xlat1 = u_xlat1.xyxy + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat1.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat1.y = dot(u_xlat1.zw, u_xlat1.zw);
					    u_xlat1.xy = sqrt(u_xlat1.xy);
					    u_xlat9 = u_xlat1.x * _VignetteScale;
					    u_xlatb13 = u_xlat9<0.5;
					    u_xlat2.x = (-_VignetteSoftness) + 0.5;
					    u_xlat1.x = u_xlat1.x * _VignetteScale + (-u_xlat2.x);
					    u_xlat1.x = u_xlat1.x / _VignetteSoftness;
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 1.5;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlatb13 ? u_xlat1.x : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlatb9 = u_xlat2.x<u_xlat9;
					    u_xlat1.x = u_xlatb9 ? u_xlat1.x : float(0.0);
					    u_xlat9 = u_xlat1.y * _VignetteScale + (-u_xlat2.x);
					    u_xlat5 = u_xlat1.y * _VignetteScale;
					    u_xlatb13 = u_xlat2.x<u_xlat5;
					    u_xlatb5 = u_xlat5<0.5;
					    u_xlat9 = u_xlat9 / _VignetteSoftness;
					    u_xlat9 = (-u_xlat9) + 1.0;
					    u_xlat9 = log2(u_xlat9);
					    u_xlat9 = u_xlat9 * 1.5;
					    u_xlat9 = exp2(u_xlat9);
					    u_xlat5 = u_xlatb5 ? u_xlat9 : float(0.0);
					    u_xlat5 = (-u_xlat5) + 1.0;
					    u_xlat5 = u_xlatb13 ? u_xlat5 : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat5 + 1.0;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[5];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat7;
					bool u_xlatb7;
					float u_xlat8;
					vec2 u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					bool u_xlatb13;
					vec2 u_xlat14;
					vec2 u_xlat17;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat6 = _Time.y * 0.03125;
					    u_xlatb12 = u_xlat6>=(-u_xlat6);
					    u_xlat6 = fract(abs(u_xlat6));
					    u_xlat6 = (u_xlatb12) ? u_xlat6 : (-u_xlat6);
					    u_xlat0.yzw = vec3(u_xlat6) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat12.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat12.x;
					    u_xlat12.x = dot(u_xlat12.yy, vec2(12.9898005, 78.2330017));
					    u_xlat12.x = sin(u_xlat12.x);
					    u_xlat0.z = u_xlat12.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat6 = u_xlat0.x * u_xlat0.y;
					    u_xlat6 = floor(u_xlat6);
					    u_xlat0.x = u_xlat6 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat6 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat6;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati6 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati18 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati6 = (-u_xlati6) + u_xlati18;
					    u_xlat6 = float(u_xlati6);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat18 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat18;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat6;
					    u_xlat2.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat2.y = float(0.0);
					    u_xlat14.x = float(1.0);
					    u_xlat3.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat6 = (-u_xlat3.y) + 1.0;
					    u_xlat3.z = (u_xlatb0) ? u_xlat6 : u_xlat3.y;
					    u_xlat0 = texture(_MainTex, u_xlat3.xz);
					    u_xlat1.xzw = exp2(u_xlat0.xyz);
					    u_xlat1.xzw = u_xlat1.xzw * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat1.xzw;
					    u_xlat4.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat4.w = dot(u_xlat1.xzw, u_xlat4.xyz);
					    u_xlat1.xzw = u_xlat4.www * _Tint.xyz;
					    u_xlat1.x = dot(u_xlat1.xzw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat4.www * _Tint.xyz + (-u_xlat1.xxx);
					    u_xlat4.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat1.xxx;
					    u_xlat4 = u_xlat4 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat4 = u_xlat4 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat4 = u_xlat4 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat4 = (-u_xlat0) + u_xlat4;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat4 + u_xlat0;
					    u_xlat1.x = u_xlat3.z * _ScreenParams.y;
					    u_xlat1.x = u_xlat1.x * _Scanline;
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4.xyz = u_xlat0.xyz + (-u_xlat1.xxx);
					    u_xlat1.xzw = u_xlat4.xyz * vec3(0.75, 0.75, 0.75) + u_xlat1.xxx;
					    u_xlat4.xyz = (-u_xlat0.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat1.xzw;
					    u_xlat14.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.xy = u_xlat14.xy * _ScreenParams.xx;
					    u_xlat5.xy = u_xlat2.xy * u_xlat3.xz;
					    u_xlat5.xy = floor(u_xlat5.xy);
					    u_xlat17.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat5.xy = u_xlat5.xy * u_xlat17.xy;
					    u_xlat2.xy = u_xlat5.xy / u_xlat2.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x + -0.5;
					    u_xlat2.x = _Noise * u_xlat2.x + 0.5;
					    u_xlat8 = (-u_xlat2.x) + 1.0;
					    u_xlat2.x = u_xlat2.x + u_xlat2.x;
					    u_xlat5.xyz = u_xlat1.xzw * u_xlat2.xxx;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = u_xlat8 + u_xlat8;
					    u_xlat2.xyz = (-u_xlat2.xxx) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat0.x = (u_xlatb1.x) ? u_xlat5.x : u_xlat2.x;
					    u_xlat0.y = (u_xlatb1.z) ? u_xlat5.y : u_xlat2.y;
					    u_xlat0.z = (u_xlatb1.w) ? u_xlat5.z : u_xlat2.z;
					    u_xlat1.x = u_xlat3.z * 4.0;
					    u_xlat13 = (-u_xlat3.z) + 1.0;
					    u_xlat19 = u_xlat3.z + -0.5;
					    u_xlat3.w = u_xlat14.y * u_xlat19;
					    u_xlat2 = u_xlat3.xwxw + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat1.x = u_xlat13 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat1.z = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.xz = sqrt(u_xlat1.xz);
					    u_xlat19 = u_xlat1.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlat19 = u_xlat19 / _VignetteSoftness;
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat19 = log2(u_xlat19);
					    u_xlat19 = u_xlat19 * 1.5;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlatb2 = u_xlat1.x<0.5;
					    u_xlatb1.x = u_xlat1.y<u_xlat1.x;
					    u_xlat19 = u_xlatb2 ? u_xlat19 : float(0.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat1.x = u_xlatb1.x ? u_xlat19 : float(0.0);
					    u_xlat19 = u_xlat1.z * _VignetteScale + (-u_xlat1.y);
					    u_xlat13 = u_xlat1.z * _VignetteScale;
					    u_xlatb7 = u_xlat1.y<u_xlat13;
					    u_xlatb13 = u_xlat13<0.5;
					    u_xlat19 = u_xlat19 / _VignetteSoftness;
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat19 = log2(u_xlat19);
					    u_xlat19 = u_xlat19 * 1.5;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat13 = u_xlatb13 ? u_xlat19 : float(0.0);
					    u_xlat13 = (-u_xlat13) + 1.0;
					    u_xlat7 = u_xlatb7 ? u_xlat13 : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat7 + 1.0;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "ANALOGTV_ENABLED" "COLORCONTROL_ADVANCED" "DIGITALTV_ENABLED" "UNITY_SINGLE_PASS_STEREO" "VIGNETTE_BINOCULAR" }
					"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];
						float _LuminanceAmount;
						float _Exposure;
						vec3 _RGBLum;
						vec3 _Tint;
						float _Brightness;
						float _Contrast;
						float _Saturation;
						float _Noise;
						float _Scanline;
						float _VignetteScale;
						float _VignetteSoftness;
						float _DigitalTVNoiseThreshold;
						float _DigitalTVNoiseMaxOffset;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					float u_xlat7;
					bool u_xlatb7;
					float u_xlat8;
					vec2 u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					bool u_xlatb13;
					vec2 u_xlat14;
					vec2 u_xlat17;
					float u_xlat18;
					int u_xlati18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.y * 16.0;
					    u_xlat6 = _Time.y * 0.03125;
					    u_xlatb12 = u_xlat6>=(-u_xlat6);
					    u_xlat6 = fract(abs(u_xlat6));
					    u_xlat6 = (u_xlatb12) ? u_xlat6 : (-u_xlat6);
					    u_xlat0.yzw = vec3(u_xlat6) * vec3(32.0, 128.0, 256.0);
					    u_xlat0.xzw = floor(u_xlat0.xzw);
					    u_xlat12.xy = u_xlat0.zw * vec2(37.5, 0.125);
					    u_xlat0.x = u_xlat0.x * 0.0625 + u_xlat12.x;
					    u_xlat12.x = dot(u_xlat12.yy, vec2(12.9898005, 78.2330017));
					    u_xlat12.x = sin(u_xlat12.x);
					    u_xlat0.z = u_xlat12.x * 43758.5469;
					    u_xlat0.x = dot(u_xlat0.xx, vec2(12.9898005, 78.2330017));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 43758.5469;
					    u_xlat0.xz = fract(u_xlat0.xz);
					    u_xlat0.x = u_xlat0.x * 16.0;
					    u_xlat6 = u_xlat0.x * u_xlat0.y;
					    u_xlat6 = floor(u_xlat6);
					    u_xlat0.x = u_xlat6 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 5.0 + vs_TEXCOORD0.y;
					    u_xlat0.xy = u_xlat0.xx * vec2(11.0, 7.0);
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(0.0909090936, 0.142857149);
					    u_xlat0.y = dot(u_xlat0.yy, vec2(12.9898005, 78.2330017));
					    u_xlat0.xy = sin(u_xlat0.xy);
					    u_xlat0.xy = u_xlat0.xy * vec2(43758.5469, 43758.5469);
					    u_xlat0.xy = fract(u_xlat0.xy);
					    u_xlat6 = u_xlat0.y * 0.5;
					    u_xlat0.x = u_xlat0.x * 0.5 + u_xlat6;
					    u_xlat0.x = u_xlat0.x * 2.0 + -1.0;
					    u_xlati6 = int((0.0<u_xlat0.x) ? 0xFFFFFFFFu : uint(0));
					    u_xlati18 = int((u_xlat0.x<0.0) ? 0xFFFFFFFFu : uint(0));
					    u_xlati6 = (-u_xlati6) + u_xlati18;
					    u_xlat6 = float(u_xlati6);
					    u_xlat1.xy = (-vec2(_DigitalTVNoiseThreshold, _VignetteSoftness)) + vec2(1.0, 0.5);
					    u_xlat0.x = abs(u_xlat0.x) + (-u_xlat1.x);
					    u_xlat18 = (-u_xlat1.x) + 1.0;
					    u_xlat0.x = u_xlat0.x / u_xlat18;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * u_xlat6;
					    u_xlat2.x = u_xlat0.x * _DigitalTVNoiseMaxOffset;
					    u_xlat2.y = float(0.0);
					    u_xlat14.x = float(1.0);
					    u_xlat3.xy = u_xlat2.xy + vs_TEXCOORD0.xy;
					    u_xlat3.xy = clamp(u_xlat3.xy, 0.0, 1.0);
					    u_xlat0.x = _DigitalTVNoiseThreshold;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * -0.0249999762 + 1.0;
					    u_xlatb0 = u_xlat0.x<u_xlat0.z;
					    u_xlat6 = (-u_xlat3.y) + 1.0;
					    u_xlat3.z = (u_xlatb0) ? u_xlat6 : u_xlat3.y;
					    u_xlat0 = texture(_MainTex, u_xlat3.xz);
					    u_xlat1.xzw = exp2(u_xlat0.xyz);
					    u_xlat1.xzw = u_xlat1.xzw * vec3(vec3(_Exposure, _Exposure, _Exposure));
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat1.xzw;
					    u_xlat4.xyz = _RGBLum.xyz * vec3(0.212599993, 0.715200007, 0.0722000003);
					    u_xlat4.w = dot(u_xlat1.xzw, u_xlat4.xyz);
					    u_xlat1.xzw = u_xlat4.www * _Tint.xyz;
					    u_xlat1.x = dot(u_xlat1.xzw, vec3(0.212599993, 0.715200007, 0.0722000003));
					    u_xlat5.xyz = u_xlat4.www * _Tint.xyz + (-u_xlat1.xxx);
					    u_xlat4.xyz = vec3(vec3(_Saturation, _Saturation, _Saturation)) * u_xlat5.xyz + u_xlat1.xxx;
					    u_xlat4 = u_xlat4 + vec4(-0.5, -0.5, -0.5, -0.5);
					    u_xlat4 = u_xlat4 * vec4(_Contrast) + vec4(0.5, 0.5, 0.5, 0.5);
					    u_xlat4 = u_xlat4 + vec4(vec4(_Brightness, _Brightness, _Brightness, _Brightness));
					    u_xlat4 = (-u_xlat0) + u_xlat4;
					    u_xlat0 = vec4(_LuminanceAmount) * u_xlat4 + u_xlat0;
					    u_xlat1.x = u_xlat3.z * _ScreenParams.y;
					    u_xlat1.x = u_xlat1.x * _Scanline;
					    u_xlat1.x = sin(u_xlat1.x);
					    u_xlat4.xyz = u_xlat0.xyz + (-u_xlat1.xxx);
					    u_xlat1.xzw = u_xlat4.xyz * vec3(0.75, 0.75, 0.75) + u_xlat1.xxx;
					    u_xlat4.xyz = (-u_xlat0.xyz) * u_xlat1.xzw + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xzw = u_xlat0.xyz * u_xlat1.xzw;
					    u_xlat14.y = _ScreenParams.y / _ScreenParams.x;
					    u_xlat2.xy = u_xlat14.xy * _ScreenParams.xx;
					    u_xlat5.xy = u_xlat2.xy * u_xlat3.xz;
					    u_xlat5.xy = floor(u_xlat5.xy);
					    u_xlat17.xy = _Time.yy * vec2(0.00250000018, 0.0500000007) + vec2(2.0, 2.0);
					    u_xlat5.xy = u_xlat5.xy * u_xlat17.xy;
					    u_xlat2.xy = u_xlat5.xy / u_xlat2.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x + -0.5;
					    u_xlat2.x = _Noise * u_xlat2.x + 0.5;
					    u_xlat8 = (-u_xlat2.x) + 1.0;
					    u_xlat2.x = u_xlat2.x + u_xlat2.x;
					    u_xlat5.xyz = u_xlat1.xzw * u_xlat2.xxx;
					    u_xlatb1.xzw = lessThan(u_xlat1.xxzw, vec4(0.5, 0.0, 0.5, 0.5)).xzw;
					    u_xlat2.x = u_xlat8 + u_xlat8;
					    u_xlat2.xyz = (-u_xlat2.xxx) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat0.x = (u_xlatb1.x) ? u_xlat5.x : u_xlat2.x;
					    u_xlat0.y = (u_xlatb1.z) ? u_xlat5.y : u_xlat2.y;
					    u_xlat0.z = (u_xlatb1.w) ? u_xlat5.z : u_xlat2.z;
					    u_xlat1.x = u_xlat3.z * 4.0;
					    u_xlat13 = (-u_xlat3.z) + 1.0;
					    u_xlat19 = u_xlat3.z + -0.5;
					    u_xlat3.w = u_xlat14.y * u_xlat19;
					    u_xlat2 = u_xlat3.xwxw + vec4(-0.25, 0.0, -0.75, 0.0);
					    u_xlat1.x = u_xlat13 * u_xlat1.x;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * 0.150000006;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat1.x = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat1.z = dot(u_xlat2.zw, u_xlat2.zw);
					    u_xlat1.xz = sqrt(u_xlat1.xz);
					    u_xlat19 = u_xlat1.x * _VignetteScale + (-u_xlat1.y);
					    u_xlat1.x = u_xlat1.x * _VignetteScale;
					    u_xlat19 = u_xlat19 / _VignetteSoftness;
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat19 = log2(u_xlat19);
					    u_xlat19 = u_xlat19 * 1.5;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlatb2 = u_xlat1.x<0.5;
					    u_xlatb1.x = u_xlat1.y<u_xlat1.x;
					    u_xlat19 = u_xlatb2 ? u_xlat19 : float(0.0);
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat1.x = u_xlatb1.x ? u_xlat19 : float(0.0);
					    u_xlat19 = u_xlat1.z * _VignetteScale + (-u_xlat1.y);
					    u_xlat13 = u_xlat1.z * _VignetteScale;
					    u_xlatb7 = u_xlat1.y<u_xlat13;
					    u_xlatb13 = u_xlat13<0.5;
					    u_xlat19 = u_xlat19 / _VignetteSoftness;
					    u_xlat19 = (-u_xlat19) + 1.0;
					    u_xlat19 = log2(u_xlat19);
					    u_xlat19 = u_xlat19 * 1.5;
					    u_xlat19 = exp2(u_xlat19);
					    u_xlat13 = u_xlatb13 ? u_xlat19 : float(0.0);
					    u_xlat13 = (-u_xlat13) + 1.0;
					    u_xlat7 = u_xlatb7 ? u_xlat13 : float(0.0);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat7 + 1.0;
					    u_xlat0 = u_xlat0 * u_xlat1.xxxx;
					    u_xlat0 = clamp(u_xlat0, 0.0, 1.0);
					    u_xlat1 = u_xlat0 + u_xlat0;
					    SV_Target0 = (-u_xlat0) * u_xlat0 + u_xlat1;
					    return;
					}"
				}
			}
		}
	}
}